i need to export the dropship model to any map

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Moxus
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Post by Moxus » Mon Jul 09, 2007 2:43 am

OLD POST:
You said the camera right? That will come in all due time my friend..... I'm just happy that if at least for the time being we can get one and make it drive-able. We can work on the small things after.

--Moxus--

NEW POST:
Oh yes, I took the jolly good ol' Spirit for a test drive this morning. As a result of my wanderings I have many pictures and a review of the experience.

Problems:
  • 1. I can see your point about the "trak" for it, both from the pilot's perspective and that of the modders (I.E. there's no "trak" tag). Very interesting conundrum, and I will admit that I underestimated the extent of the problem. Is it possible to create tags? If so, then it is a simple matter of creating a new tag.

    2. Another thing I noticed while playing was yet another problem. I used the pistol to spawn the Spirits. There were two glitches that may have resulted from this manner, or just from the spawning in general.
    • The First was that the A.I. gunner was still alive. Not only that, but if you spawned a drive-able one, the gunner would fall off, and if you happened to be on the ground or shoot it, it would fire at you. It looked like a Shade gun on a little purple ball that rotated above the ground. It was somewhat disturbing in some circumstances.

      The Second was that occasionally you would spawn drop-ships that were not drive-able. The gunners would stay attached, and when not buried underground would fire at you. Thankfully, the non-drive-able drop-ships would not start to attack you altogether, or drop troops.
Observations:
  • 1. When the Spirit is spawned, it's front ends, despite the opening doors on each "fork" would sink into the ground, making it look somewhat odd.

    2. Even with the limited view for driving, it was interesting to follow the A.I. drop-ships around. As it turns out, the two Pelicans that drop you off at the beginning of the level do a circle around half of the Island, and come back. One their task is complete, they just disappear in what would be like a *pop*. The're flying one moment, gone the next. The A.I. Spirits also follow suit.

    3. While in the air, it is also duly to note that A.I.s aside from the gunners on the Spirits will ignore you unless when practically on top of them. There is also the fact that if you land above the trap door in the interior of the Island before you move up the "Pathway", there are no Covenant forces present. As i discovered during a walk down from the trap door, the Covenant spawn in the same *pop* as the drop-ships leaving, just around the bend from the bottom.

    4. For anyone who has taken a trip to the "Secret Islands" on the Island mod, when the I believe that Island is usually out of sight, it is still clearly visible on the SC.

    5. The Banshees and Ghosts (Which are included) have full-style characteristics, namely that these vehicles have health, or damage meters. If say, a Ghost takes enough fire, it'll explode. The only problem is, if it explodes (and being in it is the only way for it to take damage), you are killed as a result. Some damage is transmitted to you from pre-destruction fire, whether the vehicle's damage meter is a 100% or 1%, depending on the vehicle.
I recommend that other people take such a trip in the SC as I have, only use a Pelican as it gives a better view. It's well worth it. I also recommend a Pelican or Banshee ride in the SC's shaft (not the Security shaft used in games of "Battle for the shaft", but you could if you wish). It saves a lot of time during Campaign.

As a by-product of all this, I created a b30 mod. It allows you, and the Covenant, to spawn different vehicles, except the Covenant just die because they spawn Ghosts, Banshees, Warthogs, and the occasional Lifepod on themselves (Only the Lifepod won't kill, it just traps them XD), and you get to pickup the product of their suicide. You can spawn Spirits, Pelicans, and Lifepods without killing yourself. I recommend that you let the Covenant spawn the Ghosts, Banshees, and Warthogs, as otherwise you'd be crushed. The only hand weapons that are untouched are the AR, Rocket Launcher, Needler, Plasma Grenade, and Fragmentation grenade.

I would release it, except I have no where to host the file, and other than exploring and watching unsuspecting Covenant drop vehicles on themselves it's practically useless.

--Moxus--

EDIT: Observation number 5 was added.
Last edited by Moxus on Wed Jul 11, 2007 9:22 am, edited 1 time in total.
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Post by >Shadow< » Mon Jul 09, 2007 8:30 pm

The reason why the covenant gun falls off probably has something to do with the fact that the gun itself is an actv. It's not actually part of the dropship itself.
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Post by TheSlothist » Mon Jul 09, 2007 10:05 pm

>Shadow< wrote:The reason why the covenant gun falls off probably has something to do with the fact that the gun itself is an actv. It's not actually part of the dropship itself.
Still sounds odd you think it would be worked into the Drop-ship like the chain gun is on the hog.
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Post by TaxiService » Mon Jul 09, 2007 10:43 pm

Moxus wrote:OLD POST:
You said the camera right? That will come in all due time my friend..... I'm just happy that if at least for the time being we can get one and make it drive-able. We can work on the small things after.

--Moxus--

NEW POST:
Oh yes, I took the jolly good ol' Spirit for a test drive this morning. As a result of my wanderings I have many pictures and a review of the experience.

Problems:
  • 1. I can see your point about the "trak" for it, both from the pilot's perspective and that of the modders (I.E. there's no "trak" tag). Very interesting conundrum, and I will admit that I underestimated the extent of the problem. Is it possible to create tags? If so, then it is a simple matter of creating a new tag.

    2. Another thing I noticed while playing was yet another problem. I used the pistol to spawn the Spirits. There were two glitches that may have resulted from this manner, or just from the spawning in general.
    • The First was that the A.I. gunner was still alive. Not only that, but if you spawned a drive-able one, the gunner would fall off, and if you happened to be on the ground or shoot it, it would fire at you. It looked like a Shade gun on a little purple ball that rotated above the ground. It was somewhat disturbing in some circumstances.

      The Second was that occasionally you would spawn drop-ships that were not drive-able. The gunners would stay attached, and when not buried underground would fire at you. Thankfully, the non-drive-able drop-ships would not start to attack you altogether, or drop troops.
Observations:
  • 1. When the Spirit is spawned, it's front ends, despite the opening doors on each "fork" would sink into the ground, making it look somewhat odd.

    2. Even with the limited view for driving, it was interesting to follow the A.I. drop-ships around. As it turns out, the two Pelicans that drop you off at the beginning of the level do a circle around half of the Island, and come back. One their task is complete, they just disappear in what would be like a *pop*. The're flying one moment, gone the next. The A.I. Spirits also follow suit.

    3. While in the air, it is also duly to note that A.I.s aside from the gunners on the Spirits will ignore you unless when practically on top of them. There is also the fact that if you land above the trap door in the interior of the Island before you move up the "Pathway", there are no Covenant forces present. As i discovered during a walk down from the trap door, the Covenant spawn in the same *pop* as the drop-ships leaving, just around the bend from the bottom.

    4. For anyone who has taken a trip to the "Secret Islands" on the Island mod, when the I believe that Island is usually out of sight, it is still clearly visible on the SC.
I recommend that other people take such a trip in the SC as I have, only use a Pelican as it gives a better view. It's well worth it. I also recommend a Pelican or Banshee ride in the SC's shaft (not the Security shaft used in games of "Battle for the shaft", but you could if you wish). It saves a lot of time during Campaign.

As a by-product of all this, I created a b30 mod. It allows you, and the Covenant, to spawn different vehicles, except the Covenant just die because they spawn Ghosts, Banshees, Warthogs, and the occasional Lifepod on themselves (Only the Lifepod won't kill, it just traps them XD), and you get to pickup the product of their suicide. You can spawn Spirits, Pelicans, and Lifepods without killing yourself. I recommend that you let the Covenant spawn the Ghosts, Banshees, and Warthogs, as otherwise you'd be crushed. The only hand weapons that are untouched are the AR, Rocket Launcher, Needler, Plasma Grenade, and Fragmentation grenade.

I would release it, except I have no where to host the file, and other than exploring and watching unsuspecting Covenant drop vehicles on themselves it's practically useless.

--Moxus--
lol i did something like this, but the covenant are in the same team of MC (Player, not Human) i did some snapshots

all vehicles are drivable and some weapon shoots engineers; did you ever saw one of them? search in the bipd tag

and i tried to get the energy sword, but mc dosent pick it up :(
there is a way to make it pickupable?
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Post by TheSlothist » Tue Jul 10, 2007 12:34 am

TaxiService wrote: and i tried to get the energy sword, but mc dosent pick it up :(
there is a way to make it pickupable?
Make mc a Elite special.
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Post by Moxus » Wed Jul 25, 2007 2:13 pm

OLD POST:
>Shadow< wrote: The reason why the covenant gun falls off probably has something to do with the fact that the gun itself is an actv. It's not actually part of the dropship itself.

1. Yes, I noticed that at some parts of the importing and exporting the gunner seemed to be separated from the Spirit, namely in the Mod2 tag I believe.

2. Would it just be easier for us to neutralize the gunner? We could try to leave the seat, but if we ever intend this for multi-player use we should do something about them.
Taxiservice wrote: lol i did something like this, but the covenant are in the same team of MC (Player, not Human) i did some snapshots

all vehicles are drivable and some weapon shoots engineers; did you ever saw one of them? search in the bipd tag

and i tried to get the energy sword, but mc dosent pick it up Sad
there is a way to make it pickupable?

1. That sounds interesting! How did you make the Lifepod drive-able? All mine would do would roll endlessly along the ground.... But it was funny to watch unsuspecting Jackals trap themselves inside......

2. I have seen a vague picture of an Engineer, yes.

3. In relation to the sword, I find it somewhat disappointing that both the Covenant and the MC are restricted to certain weapons and vehicles, but more so the Covenant. Even the Elites cannot use vehicles, and are limited to either the Plasma Rifle, or the Sword (or are there more?).

4. I still recommend that people take the Spirit and other vehicles out for a spin on b30.

--Moxus--

P.S. Does anyone know about how to fix the "trak" problem?

NEW POST:

Alrighty ho people! Thanks to some clever thinking by Brimstone, the trak problem is resolved!! Furthermore, I have nulled out the gunner on the drop-ship and have imported it into Bloodgulch.

There is one snag. Although it's in the map, I can't get it to spawn in place of another vehicle without crashing the game.

Please, please, please, please!! We're so close to having a working drop-ship! If someone can help me resolve this last snag we'll have it made!

Many thanks.

--Moxus--
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Post by zapconquest » Wed Jul 25, 2007 3:54 pm

How'd you change the trak?

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Post by TheSlothist » Wed Jul 25, 2007 4:00 pm

Moxus wrote:
Taxiservice wrote: and i tried to get the energy sword, but mc dosent pick it up Sad
there is a way to make it pickupable?
3. In relation to the sword, I find it somewhat disappointing that both the Covenant and the MC are restricted to certain weapons and vehicles, but more so the Covenant. Even the Elites cannot use vehicles, and are limited to either the Plasma Rifle, or the Sword (or are there more?).

4. I still recommend that people take the Spirit and other vehicles out for a spin on b30.

--Moxus--

P.S. Does anyone know about how to fix the "trak" problem?
The Elite special can use Plasma rifle/pistol, needler, sword, the pistol, drive ghosts and shees and throw frags and plasmas.
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Post by x1MCMAXx » Wed Jul 25, 2007 4:15 pm

And I belive if you change the W-driver on the Hog to g-driver you would be able to drive the Hog too with the Elite Special. Am I right?
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Post by TheSlothist » Wed Jul 25, 2007 4:17 pm

x1MCMAXx wrote:And I belive if you change the W-driver on the Hog to g-driver you would be able to drive the Hog too with the Elite Special. Am I right?
Yes you are correct.
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Post by TaxiService » Wed Jul 25, 2007 10:17 pm

Real Dry Canadian wrote:The Elite special can use Plasma rifle/pistol, needler, sword, the pistol, drive ghosts and shees and throw frags and plasmas.
and can drive wraiths and sit in turrets :roll:
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Post by Moxus » Thu Jul 26, 2007 7:31 am

Real Dry Canadian wrote:
x1MCMAXx wrote:And I belive if you change the W-driver on the Hog to g-driver you would be able to drive the Hog too with the Elite Special. Am I right?
Yes you are correct.
You are correct, but the Elite's arm will sink into the side of the Warthog.

Does anyone know how to make my Spirit spawn?

--Moxus--
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Post by x1MCMAXx » Thu Jul 26, 2007 8:01 am

Code: Select all

<Dependency>
      <Location>0x16B0</Location>
      <Tagclass>necsejboFFFF</Tagclass>
      <Filename>scenery\trees\tree_desert_dead\tree_desert_dead</Filename>
   </Dependency>
To make your Spirit spwan change to:

Code: Select all

<Dependency>
      <Location>0x16B0</Location>
      <Tagclass>ihevtinuejbo</Tagclass>
      <Filename>vehicles\c_dropship\c_dropship</Filename>
   </Dependency>
Is c_dropship the correct thing for the Spirit?
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Post by Moxus » Thu Jul 26, 2007 10:21 am

Pretty sure. Thanks for it! I'll see if it works.

--Moxus--
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Kayar wrote:The Collective: Spamming its way to a better tomorrow.
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Post by x1MCMAXx » Thu Jul 26, 2007 11:28 am

No problem.... or if that doesn't work then you can HMT Replace it :wink:.
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