
How to make a vehicle fly (courtesy of dalecooper)
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How to make a vehicle fly (courtesy of dalecooper)
i got a problem making a ghost fly, what else do you need to do to make another vehicle fly? ive done the physics but it just drags and floats muntedly 

Last edited by peabnuts123 on Sun Feb 15, 2004 6:18 pm, edited 1 time in total.
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Man, I just posted this yesterday... I think we need a sticky thread on this subject.
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You can't just swap physics, it messes things all up. You have to swap out a particular string in the vehicle meta. I did this for ghosts in my most recent mod.
In any map, go to the meta offset for the banshee + 2F4. That should take you to a string starting with 0500 0000. You need to write down the whole string, 18 groups of 4 digits long. Then go to the meta offset for the vehicle you want to fly, again +2F4. You should see a string starting with 0100 0000 CDCC (for a warthog), 0400 0000 6666 (for a ghost), or 0000 0000 295C (for a scorpion). Replace this all the way through with the banshee string you wrote down earlier.
Footnotes: meta offsets for vehicles can be had from IronForge's list. To add 2F4 to an offset, use your Windows calculator and make sure you're in Hex mode.
Additional note: some vehicles don't fly well, particularly as you start messing further with their speed and handling. I was trying to make very fast flying ghosts for my mod, but I ran into an issue that the ghost's heavy front end was making it hard to fly without crashing into the ground. Here's where I would suggest getting into HMT3 and messing with the physics a bit. I solved that particular issue by relocating the center of weight (x axis) more towards the back - i.e. a smaller value. On the std banshee, the center of weight on that axis is actually a negative number; it has a tendency to want to climb in the air, whereas the ghost wants to fall.
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You can't just swap physics, it messes things all up. You have to swap out a particular string in the vehicle meta. I did this for ghosts in my most recent mod.
In any map, go to the meta offset for the banshee + 2F4. That should take you to a string starting with 0500 0000. You need to write down the whole string, 18 groups of 4 digits long. Then go to the meta offset for the vehicle you want to fly, again +2F4. You should see a string starting with 0100 0000 CDCC (for a warthog), 0400 0000 6666 (for a ghost), or 0000 0000 295C (for a scorpion). Replace this all the way through with the banshee string you wrote down earlier.
Footnotes: meta offsets for vehicles can be had from IronForge's list. To add 2F4 to an offset, use your Windows calculator and make sure you're in Hex mode.
Additional note: some vehicles don't fly well, particularly as you start messing further with their speed and handling. I was trying to make very fast flying ghosts for my mod, but I ran into an issue that the ghost's heavy front end was making it hard to fly without crashing into the ground. Here's where I would suggest getting into HMT3 and messing with the physics a bit. I solved that particular issue by relocating the center of weight (x axis) more towards the back - i.e. a smaller value. On the std banshee, the center of weight on that axis is actually a negative number; it has a tendency to want to climb in the air, whereas the ghost wants to fall.
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- Posts: 782
- Joined: Thu Dec 11, 2003 11:10 pm
- Location: Just behind your computer screen
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- Posts: 782
- Joined: Thu Dec 11, 2003 11:10 pm
- Location: Just behind your computer screen
-
- Posts: 782
- Joined: Thu Dec 11, 2003 11:10 pm
- Location: Just behind your computer screen
-
- Posts: 782
- Joined: Thu Dec 11, 2003 11:10 pm
- Location: Just behind your computer screen
-
- Posts: 782
- Joined: Thu Dec 11, 2003 11:10 pm
- Location: Just behind your computer screen
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- Posts: 107
- Joined: Wed Jan 21, 2004 7:23 pm
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go into HMT then vehicles and in =Vehicle ID= click pelican and u will be able to fly