Halo: The Master Chief Collection

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PepperMan

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PepperMan1807

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About this mod

The objectively best looking pelican, now greatly improved with a multitude of new features and fixes!

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Pepper's Pelican Overhaul (Reach)
By PepperMan


An upgraded and feature-rich version of Reach's D77-TC Pelican Dropship. The best pelican I could possibly make within the limits of the Reach engine!

Anyone has permission to use the tags for their own mods, but please credit me!

Features:
  • Restored "cut" damage states, to give the pelican a full destruction system like other vehicles. With explosions, fire, damaged sections, parts falling off, and no less than 13 separate garbage/gib pieces when it is finally destroyed (see images)!
  • Completely custom physics and collision models offering a high degree of accuracy inside and out, allowing full access into the cockpit. Includes landing gear where appropriate.
  • Localised physics, enabling passengers to walk around the interior during flight without falling out.
  • Dynamic door physics, perhaps a first of its kind in a vehicle pre-H4! Door will actually prevent you from passing through it when the door looks closed, and vice versa, following the animation closely.
  • Separate open/close animation versions for both standard opening/closing (just the rear hatch) and full opening/closing (rear hatch and landing gear) animations. Fixed front gear doors from clipping through the body.
  • Improved engine effects, including newly added engine effects when the vehicle is boosting.
  • Realistically lit interior, no more stupidly bright inside! Interior is also lit by a small blue-white light, that switches to a strong flashing red light under major damage. Accompanied by klaxon :)
  • Cannon controlled by co-pilot (can be easily switched to pilot control with a very simple tag edit).
  • Completely reworked seats. All 12 interior seats can now be used by spartans (player and AI) as well as marines. Custom seat animations for each seat for spartans; marines use the default animations for their passenger seats as they already looked good. Pilot and co-pilot seats feature properly IK'd hands and feet so that they appear to correctly hold the controls.
  • Added tracking markers for lock-on weapons such as the rocket launcher.
  • Brand new attachment hook/crane regions for carrying warthogs and scorpions into battle! These feature dynamic constraint physics that lets the attached vehicles swing as the pelican flies for added immersion.
  • 4 separate vehicle tags for a choice of automatic OR manually scripted door/gear.
  • Probably some other stuff i forgor cos its been so long.

Variants Explanation:
  • default - Standard "green" variant. Includes interior
  • default_hook_hog - Green variant, but renders the "hook" region with the "warthog" permutation, showing the small hook. Use when attaching warthogs.
  • default_hook_scorp - Green variant, but renders the "hook" region with the "scorpion" permutation, showing the large crane hook. Use when attaching scorpions.
  • no_interior - Green variant, same as "default" but with no interior. Has opaque cockpit glass.
  • damaged - Green variant, same as "default" but with wings and engines visibly damaged, left gear missing and an opaque cockpit.
  • no_interior_cine - Green variant, with no interior or cannon.
  • default_nophys - Green variant, same as "default" but with greatly simplified, small cuboid physics model. Useful for fitting into tight spaces for cinematic shots.
  • filler_variant(s) - DO NOT TOUCH. Used to separate colour change for the green and grey variants, not intended for gameplay use.
  • oni - Grey variant. Includes interior
  • oni_hook_hog - Grey variant, but renders the "hook" region with the "warthog" permutation, showing the small hook. Use when attaching warthogs.
  • oni_hook_scorp - Grey variant, but renders the "hook" region with the "scorpion" permutation, showing the large crane hook. Use when attaching scorpions.
  • oni_no_interior - Grey variant, same as "default" but with no interior. Has opaque cockpit glass.
  • damaged_oni_no_interior - Grey variant, same as "default" but with wings and engines visibly damaged, left gear missing and an opaque cockpit. Also has no interior.
  • damaged_oni_no_interior_cine - Grey variant, same as "default" but with wings and engines visibly damaged, left gear missing and an opaque cockpit. Also has no interior or cannon.
  • oni_nophys - Grey variant, same as "default" but with greatly simplified, small cuboid physics model. Useful for fitting into tight spaces for cinematic shots.

Usage Notes (General):
  • Should work pretty well as a replacement in campaign missions. Bear in mind that the cannon no longer has a built-in gunner, so squads will need to be modified to include an extra starting location assigned to the gunner seat type. Should probably tick the "cannot die from damage" flag to avoid breaking level scripts.
  • The physical door extends too far into rear bay. This is known and is an unfortunate compromise to avoid the door desyncing too far from the pelican.
  • Should sync in multiplayer, as it does not exceed the limit of synced variant object attachments.
  • Vehicle is set up to take 4 to 5 rocket launchers before dying (1000 vitality). Feel free to tune this to your liking.
  • When using the scripted door/gear vehicle tags, you need to change the state with (object_function_set 3 1) to open, and (object_function_set 3 0) to close.
  • AI have separate passenger seats from the player/spartan ones due to animation incompatibilities. The seats for players/spartans have "spartan" in the name.


Usage Notes (Warthog/Scorpion Attachments):
  • There are two "special" seats designated for use by attached warthogs and scorpions. These are different, so make sure to use the correct one - "pelican_lc" is the seat for warthogs, "pelican_scorpion" is the seat for scorpions.
  • Vehicles should be loaded into these special seats via the "vehicle_load_magic" haloscript function. I have included a special hook permutation for when a scorpion is detached, that hides the hook cables. However in Reach there is no way to trigger this automatically, so you will need to use "object_set_permutation" to change it when scripting the detachment. Here are some example scripts:
     
(script static void load_warthog
(vehicle_load_magic (ai_vehicle_get_from_starting_location pelican_squad/pilot) "pelican_lc" "warthog_name")
)

(script static void unload_warthog
(vehicle_unload (ai_vehicle_get_from_starting_location pelican_squad/pilot) "pelican_lc")
)

(script static void load_scorpion
(object_set_permutation (ai_vehicle_get_from_starting_location pelican_squad/pilot) "hook" "scorpion")
(vehicle_load_magic (ai_vehicle_get_from_starting_location pelican_squad/pilot) "pelican_scorpion" "scorpion_name")
)

(script static void unload_scorpion
(object_set_permutation (ai_vehicle_get_from_starting_location pelican_squad/pilot) "hook" "scorpion_unloaded")
(vehicle_unload (ai_vehicle_get_from_starting_location pelican_squad/pilot) "pelican_scorpion")
)


Installation Instructions:
  • Download the zip file and open it. Drag and drop the "tags" folder into your HREK directory.
  • If you do not wish to overwrite your spartans, spartans_ai and marine animation graphs, skip overwriting those files. It is required to use the seats however. Instead of replacing, you can open the tags side-by-side in Foundation and copy the relevant modes from the "Mode n State Graph" block into your own animation graph. They are typically found at the bottom of the list and will start with "pelican_". For IK to work, you will also need to copy across the data found in the "IK Data" and "IK Sets" blocks, as well as any data in the "IK Chain Events" block within the Animations block for the relevant idle animations.
  • Drag and drop the "data" folder into your HREK directory.
  • If you have already made custom edits to "hud_messages.txt", do not overwrite this file. Instead, open it and copy across the strings for the pelican found at the bottom of the "hud_messages.txt" file included in the zip.
  • Run the tool command "tool strings ui\hud" to import the newly updated strings list.
  • Start using the vehicle in Sapien! All relevant tags are found in "HREK\tags\objects\vehicles\human\pelican_new".

Credits/Special Thanks:
  • Bungie for their original reach pelican model.
  • Discord user Crisp for his amazing blender add-on Foundry, without which Reach+ modding would be dead, as well as general help with bug-fixing, support and testing.
  • Discord users Krevil, Arttumiro, J-S and more for their help fixing issues.
  • Discord user Zed (SpacedZed) for their help with physics constraint information.