Problem with Pelicans seats.

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DeadlyXtreme





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Problem with Pelicans seats.

Post by DeadlyXtreme »

I downloaded a pre-made pelican and applied to Coag. and it was not flyable. I loaded it in entity and found that Drivable, Hud, and Driver Seat were unchecked in the meta editor, I checked them. Will this make it flyable? Also it was spinning very oddly, if I move it's spawn location in the BSP viewer will that fix it.

Also the reason i'm asking, I know this is very "Noobish" so to say, but I can not check if it was successfull at the moment. Can any one confirm this?

Thanks,
Kris
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Re: Problem with Pelicans seats.

Post by Aumaan Anubis »

DeadlyXtreme wrote:Also it was spinning very oddly, if I move it's spawn location in the BSP viewer will that fix it.
That's because Bungie didn't give it proper collision with the BSP. It's something to do with the PHMO... I think.

However, the pelican doesn't spin at all when it's on top of a machine.
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Re: Problem with Pelicans seats.

Post by Eaton »

DeadlyXtreme wrote:I downloaded a pre-made pelican and applied to Coag. and it was not flyable. I loaded it in entity and found that Drivable, Hud, and Driver Seat were unchecked in the meta editor, I checked them. Will this make it flyable? Also it was spinning very oddly, if I move it's spawn location in the BSP viewer will that fix it.

Also the reason i'm asking, I know this is very "Noobish" so to say, but I can not check if it was successfull at the moment. Can any one confirm this?

Thanks,
Kris
Playing around with the flag boxes in Entity usually screws things up. (Well, for me it does.) I'd recommend using Insolence V1 to edit those. I'd recommend putting your own Pelican in. There are tons of tutorials on how to do it and it is reasonable easy. But what Aumann said. It doesn't have proper collision with the BSP (ground), it seems that Bungie only made it to be able to collide with a machine for some unknown reason. But if you really want to make sure it is flyable, open it up in Entity and see it the first seat string ID is changed to "warthog_d" or something else beside "pelican_d."

But perhaps you are trying the wrong method to get into the seat... It may already be drivable. Let the pelican settle so that the cockpit is facing straight up. Go under it, flip it, and press and hold X right near the cockpit when it is perfectly lined up with the ground for that split second.
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Post by DeadlyXtreme »

Thx it worked. Any ideas on getting the rocket pod to work and making the Pelican destroyable?
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Post by Eaton »

DeadlyXtreme wrote:Thx it worked. Any ideas on getting the rocket pod to work and making the Pelican destroyable?
Well, I could never figure out how to get the missile pod to work. But you can make the Pelican destroyable. (Sort of.) This will make it so when you inflict damage enough to destroy a Banshee on the Pelican, it will no longer be drivable or flipable and it will be counted as destroyed. If I remember this right... go to the "hlmt" tag in Entity. Click on the "Banshee" tag. Then open up the "Chunk Clone" and go to the Banshee's "heath and shield reflexive" and expand the options until you see something like, "banshee_hull_shields". (It will probably nor be named that, but it will be something similar.) Click that reflexive and click "Copy to Clipboard." Then exit the Cloner and open up the Cloner for the Pelican, go to the health and shields reflexive for the Pelican, click it's health and shields thing, and click "Overwrite existing meta" and click "Add Meta to map." That should make it destroyable. Sometimes it doesn't work though. Please notify me if I was unclear on any of the steps because I wrote all of that on memory.
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Post by DeadlyXtreme »

You said that it wont be flyable...do mean permenently or after shields are depleated.
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Post by Eaton »

Yes. After you inflicted the proper amount of damage on it to destroy a Banshee, it will become un-flyable. Another one will spawn where you placed its spawning point. It's just like any other vehicle.
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Post by DeadlyXtreme »

One last question, is there a certain mach(machine) that resembles a landing pad for the pelican.
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Post by crabby »

the bridge from delta halo when its flat is the perfect landin pad for the pelican :wink:
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Post by NotZachary82 »

Eaton wrote:Well, I could never figure out how to get the missile pod to work. But you can make the Pelican destroyable. (Sort of.) This will make it so when you inflict damage enough to destroy a Banshee on the Pelican, it will no longer be drivable or flipable and it will be counted as destroyed. If I remember this right... go to the "hlmt" tag in Entity. Click on the "Banshee" tag. Then open up the "Chunk Clone" and go to the Banshee's "heath and shield reflexive" and expand the options until you see something like, "banshee_hull_shields". (It will probably nor be named that, but it will be something similar.) Click that reflexive and click "Copy to Clipboard." Then exit the Cloner and open up the Cloner for the Pelican, go to the health and shields reflexive for the Pelican, click it's health and shields thing, and click "Overwrite existing meta" and click "Add Meta to map." That should make it destroyable. Sometimes it doesn't work though. Please notify me if I was unclear on any of the steps because I wrote all of that on memory.
XD wasn't i the one who told you that?
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Post by kibito87 »

crabby wrote:the bridge from delta halo when its flat is the perfect landin pad for the pelican :wink:
You could throw it right above the ground so that the Pelican resembles siting on the sbsp's surface but then again it would give you problems with land vehicles such as the warthog.It would seem as though there was a bump there. You would also need to null it's shaders so that it's invisible.
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Post by DeadlyXtreme »

How exactly do I open the bsp veiwer
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Post by Eaton »

DeadlyXtreme wrote:How exactly do I open the bsp veiwer
Open a map in Entity, go down to the "sbsp" tag of your opened map, and click on your map's BSP meta. Then you should see a button up in the upper right hand corner called "Raw Data Editor" or something like. That. click it, and click "view BSP."
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Post by DeadlyXtreme »

Thx
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Post by Eaton »

DeadlyXtreme wrote:Thx
I'm glad to help! :D Let us know if you still need assistance.
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Post by DeadlyXtreme »

I discovered 2 things, one is the use of a ball turret on the neck of the pelican(found by accident when I had to repatch coag) and that by changing the projectile of this turret you can use it as the missle pod. Also I was having trouble using the BSP wiewer it was all blue except for one small part that resembled a rock.
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Post by Eaton »

DeadlyXtreme wrote:I discovered 2 things, one is the use of a ball turret on the neck of the pelican(found by accident when I had to repatch coag) and that by changing the projectile of this turret you can use it as the missle pod. Also I was having trouble using the BSP wiewer it was all blue except for one small part that resembled a rock.
OH. I thought you meant the rocket pods on the wings... I knew you could swap the projectile, but I thought you were talking about the real one.
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Post by DeadlyXtreme »

I was...oh and can you make it so you can get into the back of the pelican without sitting down, there appears to be a barrier when trying to climb into the back.
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Post by SpecOp44 »

You can use the rocket pods by swapping their seats for something like the warthog turret seat (this works for pretty much all the turrets on the pelican).
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Post by DeadlyXtreme »

ok the "health" tut didn't work :roll: another question, is there any way to "stealth" the pelican so that the pelican has active camo when a button is pressed.
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