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Maydelcore

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How to make controllable/driveable bipeds?

44 posts in this topic

I know I already asked this, but I still can't get it to work.

The biped is there, yes, but there is no option to drive/control it and, obviously, I can't do so.

 

I've added the marker, seats, edited weapon, etc. But I can't get this mod to work.

Also, there is absolutely no tutorial about this anywhere.

 

Please, help me to solve this.

Maybe a tutorial?

Thanks in advance.

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I know I already asked this, but I still can't get it to work.

The biped is there, yes, but there is no option to drive/control it and, obviously, I can't do so.

 

I've added the marker, seats, edited weapon, etc. But I can't get this mod to work.

Also, there is absolutely no tutorial about this anywhere.

 

Please, help me to solve this.

Maybe a tutorial?

Thanks in advance.

 

in camera tracks did you put. trak camera\biped_follow_camera

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you said you did the seats part, but did you edit the :

  • seat marker
  • seat entry marker
  • seat animation
  • flags (match with mongoose but with invisible ticked)
  • camera track
  • seat enter string (SiD)

if those are all set it should work, if not, make sure that the marker you use as an entry point is the right way up otherwise it may block it.

 

Hope this helps

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Sorry, but none of the tutorials helped me.

I'm still not able to control the biped.

I'm trying to make dervish (Arbiter) a controlable biped in zanzibar (Last Resort).

Halo 3.

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Give me a run down all of what you did to the Biped.

Injected Arby's biped to Last Resort.

Opened both mode and bipd 

In the mode, I added a new entry in Marker Groups. Said entry would have a new StringID called arbiter_bipd. Since it failed the first try, I changed it to warthog_d.

Then added a new entry in Markers.

 

In the bipd, I added a new entry in Seats.

First try: Seat Animation, Seat Marker Name and Enter Marker's Name, they all recieved the arbiter_bipd StringID.

Second try: Instead of arbiter_bipd, I used the warthog_d.

The Entry Radius was set to 5.

Then I made the Brute Shot able to shoot Arby's biped.

 

Result: Perfect biped, but unable to control it.

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No..... you can't make custom entry, seat animation and seat markers. You will have to use ones already made, like the ghosts. Reason being, if you added custom markers there is no information in them that controls where the seat is or what animation to play. Making custom strings with Assembly can only be used for storing in game names and attaching to a model (we give the stringID specific coorbs under the markers reflexive so that point on the model has a name).

Well you can't use that specific string because it does not store the position of the seat. You'll have to add it to marker groups in mode.

Edited by Lehvak
MythicalRewards likes this

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No..... you can't make custom entry, seat animation and seat markers. You will have to use ones already made, like the ghosts. Reason being, if you added custom markers there is no information in them that controls where the seat is or what animation to play. Making custom strings with Assembly can only be used for storing in game names and attaching to a model (we give the stringID specific coorbs under the markers reflexive so that point on the model has a name).

However... if you want to have a really specific name if you're that OCD about the display name, you can change the display name to whatever you desire.

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No..... you can't make custom entry, seat animation and seat markers. You will have to use ones already made, like the ghosts. Reason being, if you added custom markers there is no information in them that controls where the seat is or what animation to play. Making custom strings with Assembly can only be used for storing in game names and attaching to a model (we give the stringID specific coorbs under the markers reflexive so that point on the model has a name).

Well you can't use that specific string because it does not store any information like a animation to play or mark the position of the seat.

Almost true. Markers are entirely tag-based so granted you filled the block out correctly it will work.

 

"arbiter_bipd" should work as a marker if you've added it to marker groups and saved, but you will need to use "warthog_d" for the animation as you didn't/shouldn't add a "arbiter_bipd" to jmad.

Zone likes this

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Did you uncheck the flags in the seats reflexive that obstruct you from operating the bipd?

Edited by Lehvak

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Did you uncheck the flags in the seats reflexive that obstruct you to operate from operating the bipd?

Are you talking about the Flags in the Seats block?

The only checked Flags are Invisible, Driver and Third Person Camera.

Bfixer117's tutorial has those checked.

 

If you're talking about a Seats Reflexive block, I don't see it so IDK.

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I was talking about the flags located under the seats block

Why did you add the new entry in markers?

Restart.

Inject a bipd

Expand the seats block in bipd

Fix up the flags and add the ghosts entry marker and seat animation and for right now make the seat marker name the ghosts as well.

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I was talking about the flags located under the seats block

Why did you add the new entry in markers?

Restart.

Inject a bipd

Expand the seats block in bipd

Fix up the flags and add the ghosts entry marker and seat animation and for right now make the seat marker name the ghosts as well.

 

I added a new entry in markers because that's what bfixer117's tutorial shows.

 

Well, which Ghost marker?

ghost, ghost_enter, ghost_d? Any of those?

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Go to the ghost. literally all you are doing is copying the names of the strings used for seat entry and seat animation in the ghost vehi tag under the seats block and copying them to the bipd to the same locations under the seats block.

MythicalRewards likes this

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It is still the same even after doing what you said.

It won't be controlable.

Edited by Alejandro MiddleCorn

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If there's anyway to duplicate strings, you could rename it if you like.  But I don't think you can duplicate strings yet.  :(

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The problem is that I can´t control the biped. And I've looked 2 tutorials, but still nothing.

I can spawn the biped, I know how to give it a weapon, but I'm not able to control it.

What am I doing wrong? Everything I watched/was told to do has failed.

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I'm not sure what your issues is, I have successfully done this with the same information I told you.

try restarting on a new map. 

Inject a bipd and than just expand the seats block in the bipd tag and add the same strings the ghost has for

seats entry marker, seat animation, and seats marker name (keep the ghost seat marker name for right now).

In the flags enable the ability to operate it (there is a flag that will not let you get into it).

That's all you need to do.... 

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I'm not sure what your issues is, I have successfully done this with the same information I told you.

try restarting on a new map. 

Inject a bipd and than just expand the seats block in the bipd tag and add the same strings the ghost has for

seats entry marker, seat animation, and seats marker name (keep the ghost seat marker name for right now).

In the flags enable the ability to operate it (there is a flag that will not let you get into it).

That's all you need to do.... 

 

Sorry, again.

It is still the same result.

 

EDIT:

I tried this using another's map (Vadum).

But the results are the same. I'm still not able to control the biped.

Edited by Alejandro MiddleCorn

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