How do I make a non-drivable but 'turret-able' Falcon?

Discussion in 'Halo and Forge Discussion' started by TheRayzerTag, Mar 9, 2011.

  1. TheRayzerTag

    TheRayzerTag Ancient
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    In my map, I want to have a Falcon parked on a helicopter pad. I want players to be able to use the turrets, but to be unable to fly away in the Falcon. I tried changing the player vehicle movement settings in game options, but there are two problems:

    1. No matter what the settings are (gunner only, no driving, only passenger) you cannot get into any Falcon seat, not even the ones specified in the settings (for example, setting it to gunner only will not allow you to get into any seat, not even the gunner seats). Is this a glitch?

    2. If possible, I do not want to have a unique gametype for my map (which is competitive, not zombie/race/minigame/etc.).

    If I want to stop the falcon from flying away by clamping it down, what's least visible object? Teleporters are (I believe) no longer solid objects, so they don't work.
     
  2. Gazzaverage

    Gazzaverage Ancient
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    This might work, but not tested yet.
    • Put falcon on desired spot
    • lower whatever forge piece it happens to be sat on.
    • Place a large barricade (from scenery) over the front of the falcon.
    • Re-raise the ground so that it merges into the barricade.
     
  3. pyro

    pyro The Joker
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    Place a one way shield door merged orange side down in the platform under the falcon like this.
    Or use mancannons like this.
     
  4. TheRayzerTag

    TheRayzerTag Ancient
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    Thank you good sirs! I will try and see how it works out.

    EDIT: The one-way shield idea works, but the driver is still able to skid the Falcon sideways across the platform and eventually skid out of the shield's reach, so I need to make some small railing around the bloody thing to keep it stationary.
     
    #4 TheRayzerTag, Mar 9, 2011
    Last edited: Mar 11, 2011
  5. Tallt66

    Tallt66 The Joker
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    Perhaps you could place a teleporter radius around the cockpit area so if you try to get near it it transports you away from it. You could also place a kill zone around the cockpit, after one try, people will get the idea. The problem I see with this is a well placed grenade could move the Falcon away from the teleporter/kill zone, so you may still have to box it in somehow.
     
  6. robbieagray

    robbieagray Forerunner

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    Now you thing you can do is go into your gametype options/base player/ vehicle options/ and tell it that you don't want anyone in the driver's seat (turrets only). However this will also make it that you can't drive other vehicles around.

    hope it helps. :)
     
  7. SPL4TTERMAN

    SPL4TTERMAN Forerunner
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    You could probably place some fixed weapons on it, as they are small. Double Doors would be my next suggestion. Maybe putting something through the turret/bulkhead opening place.
     
  8. Nutduster

    Nutduster TCOJ
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    Requiem Fiasco and I tried the one-way shield door with railings thing a long time ago and couldn't get it to work. More power to you if you can, though. For us no matter how stable it looked, you could just keep smashing the falcon around and eventually it would pop free. I have no real clue what the problem was.
     
  9. P3P5I

    P3P5I Ancient
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    I'm not sure about Reach, but in Halo 3 the underside of tin cups had magnetizing properties. Stack enough of them on each other and any vehicle can't move while on the cups. Not even Hornets could take off. This may be an expensive idea, what with each tin cup costing $100, but I'm fairly sure if those magnetizing properties are still there it's a sure answer to your problem.
     
  10. robbieagray

    robbieagray Forerunner

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    Sorry to burst your bubble man but i have tried this with just one of the rails from decorations and all does is destroy the falcon only to make it dance once it respawns. :(

    [br][/br]
    Edited by merge:


    Too bad you can't make it skip and then suddenly explode would be great for a zombie machinima.
     
    #10 robbieagray, Mar 21, 2011
    Last edited: Mar 21, 2011

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