Open jonetiz opened 2 years ago
After further investigation, it seems that vehicle_load_magic
and ai_vehicle_enter_immediate
are handled differently and have different issues;
Looks like a fix for marines/flood being ai_vehicle_enter_immediate
'd into phantoms is to replace jae halo3.dll+569180
at halo3.dll+569092 with nop
. It seems that the RAX register is supposed to be set just before the check to a certain value, but not sure what that value is. This does not solve covenant getting put in pelicans.
Additional important notes for future reference:
mov edi, [rbx]
at halo3.dll+569167 - this seems to load the seat animation from the address stored in RBXcmp edi, ebx
at halo3.dll+5691BB - if edi isn't set from earlier, it skips. Key point is having edi set to a valid value here.Similar fix to above for vehicle_load_magic
, replace je halo3.dll+39985A
at halo3.dll+39980C with NOP and they will do a similar thing where they t-pose and fully simulate once they spawn in. Same issue right now, where they just sit inside the phantom and don't actually move or anything.
Consolidation of above: To make marines able to enter phantoms, replace halo3.dll+39980C and halo3.dll+569092 with NOP. Need to find a way to get them to exit.
The solution burnt devised for HCE doesn't seem that it will work quite as simply in H3 due to how jmad tags work, and since I am not very adept at reverse engineering, I may need help.
vehicle_load_magic
'd into phantoms and pelicans (ideally any vehiclePotential idea: build a custom map/use mod tools to play around with vehicle_load_magic and try to find function address?