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[UPDATE] Allied Marines Pack (2022 Update)

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2 years 4 months ago - 2 years 4 months ago #11 by DBJ87
Replied by DBJ87 on topic [UPDATE] Allied Marines Pack (2022 Update)
Code:
//Ally Marine template/Upgrade to ZScript //In ZScript you start with "Class" instead of "Actor", and actors need to explicitly inherit from the base Actor class. Class AllyMarine : Actor {     //The actors' properties and flags have to be put inside a Default{} block, similar to how states are put in a States{} block.     Default     {         //Actor properties need to have semicolons at the end.         Health 200;         GibHealth -50; //-35 orignal submission Default. -200 Vanilla Doom Default         Radius 20;         Height 56;         Mass 100;         SeeSound "Ally/Site";         PainSound "Ally/Pain";         DeathSound "Ally/Death";         ActiveSound "Ally/Active";         MaxTargetRange 2048;         MaxStepHeight 32;         MaxDropoffHeight 64;         //Default speeds & pain chance for majority         Speed 10;         FastSpeed 12;         PainChance 128;         MONSTER;         //Default Flags for majority         +BOSS         +FLOORCLIP         +FRIENDLY         +AVOIDMELEE         +MISSILEMORE         +QUICKTORETALIATE         +SLIDESONWALLS         +CANPUSHWALLS         +CANUSEWALLS         +JUMPDOWN         +NODROPOFF         +PUSHABLE         +NOBLOCKMONST         +LOOKALLAROUND         -COUNTKILL         //Optional Flags that I'm leaving you to decide whether to use them         //+NOTAUTOAIMED         //+NOTIMEFREEZE         //+NOFEAR     }     States     {         //All state frames in ZScript need to have semicolons, even ones that don't contain anonymous functions.         Crush:             TNT1 A 0 A_XScream();             POL5 R -1;             Loop;     } } // Intend on Script below by inkoalawetrust but no idea where to add it. // It's meant to give you extra control over Marine movement & probably replace // or be integrated into their "Patrol" set up so they aren't wondering // aimlessly when all targets have been killed & I'm assuming Spawn or See for // full control as soon as they're active from Dormant states. //Update 1 (ZScript & new Jetpack Marine Sprites) to be completed first. /* by inkoalawetrust  //This function is called by actors any time a player presses the use key on them.     Override Bool Used (Actor User)     {         Super.Used (User); //Run any of the other code inside the base Actor class first.                  //Only run the code if the player that used the marine is friendly to him. (Useful for deathmatch, where friendly monsters can work for different players.)         If (IsFriend (User))         {             //The marine isn't set to not follow players already.             If (!bDontFollowPlayers)             {                 bDontFollowPlayers = True; //So make him stop following the player.                 A_StartSound ("somesound"); //Can also play a sound cue or something if you want.                 Return True; //Marine was used.             }             //If the marine already isn't following the player anymore.             Else             {                 bDontFollowPlayers = False; //So make him start following the player again.                 A_StartSound ("somesound");                 Return True; //Marine was used.             }         }     Return False;     } */ //FIST Class AllyPunch : AllyMarine 11811 {     Default     {     //$Category Monsters     //$Title Ally 01- Punch     //$Sprite ALY1A1     Damage 10; //Skull Attack Damage     Speed 15;     FastSpeed 18;     PainChance 64;     OBITUARY "%o was punched in the face!";     Tag "AllyPunch";     MeleeThreshold 64;     -AVOIDMELEE     States     {     Spawn:         ALY1 AB 10 A_Look;         Loop;     See:         ALY1 AABBCCDD 3 A_Chase;         TNT1 A 0 A_CheckSight("A01Patrol");         loop;     A01Patrol:         ALY1 AABBCCDD 3 A_Wander;         TNT1 A 0 A_Look;         Loop;     Melee:         ALY1 A 3 A_FaceTarget;         TNT1 A 0 A_Jump(96,"Combo");         TNT1 A 0 A_PlaySound("Punch/Swing",Chan_Auto);         ALY1 E 5 A_CustomMeleeAttack(random(3,10)*6,"Ally/PunchImpact");         ALY1 A 5 A_Jump(64,"Missile");         ALY1 A 3 A_CheckRange(56,"Combo");         Goto See;     Combo:         TNT1 A 0 A_PlaySound("Punch/Swing",Chan_Auto);         ALY1 E 5 A_CustomMeleeAttack(random(3,10)*6,"Ally/PunchImpact");         ALY1 B 2;         TNT1 A 0 A_PlaySound("Punch/Swing",Chan_Auto);         ALY1 F 5 A_CustomMeleeAttack(random(3,10)*6,"Ally/PunchImpact");         ALY1 B 2;         TNT1 A 0 A_PlaySound("Punch/Swing",Chan_Auto);         ALY1 E 5 A_CustomMeleeAttack(random(3,10)*6,"Ally/PunchImpact");         ALY1 B 2;         TNT1 A 0 A_PlaySound("Punch/Swing",Chan_Auto);         ALY1 F 5 A_CustomMeleeAttack(random(3,10)*6,"Ally/PunchImpact");         ALY1 A 5 A_Jump(64,"Missile");         Goto See;     Missile:         ALY1 A 10 A_FaceTarget;         ALY1 A 5 A_PlaySound("Punch/Ready",6);         ALY1 A 5 A_FaceTarget;         TNT1 A 0 A_PlaySound("Punch/Charge",Chan_Auto);         ALY1 AE 5 A_SkullAttack;         ALY1 B 3 A_Gravity;         TNT1 A 0 A_FaceTarget;         TNT1 A 0 A_PlaySound("Punch/Swing",Chan_Auto);         ALY1 F 5 A_CustomMeleeAttack(random(3,10)*6,"Ally/PunchImpact");         ALY1 B 3 A_FaceTarget;         TNT1 A 0 A_PlaySound("Punch/Swing",Chan_Auto);         ALY1 E 5 A_CustomMeleeAttack(random(3,10)*6,"Ally/PunchImpact");         goto See;     Pain:         ALY1 G 5 A_Pain;         ALY1 G 3;         Goto See;     Death:         ALY1 H 5 A_Scream;         ALY1 I 5;         ALY1 J 5 A_NoBlocking;         ALY1 KLM 5;         ALY1 N -1;         Stop;     XDeath:         ALY1 O 5;         ALY1 P 5 A_XScream;         ALY1 Q 5 A_NoBlocking;         ALY1 RSTUV 5;         ALY1 W -1;         Stop;     Raise:         ALY1 N 3;         ALY1 MLKJ 5;         ALY1 IH 3;         Goto See;     } } //PISTOL Class AllyPistol : AllyMarine 11812 {     Default     {     //$Category Monsters     //$Title Ally 02- Pistol     //$Sprite ALY2E1     OBITUARY "%o was killed by an ally's reckless shooting!";     Tag "AllyPistol";     DropItem "Clip";     Decal "BulletChip";     states     {     Spawn:         ALY2 AABB 5 A_Look;         Loop;     See:         ALY2 AABBCCDD 3 A_Chase;         TNT1 A 0 A_CheckSight("A02Patrol");         loop;     A02Patrol:         ALY2 AABBCCDD 3 A_Wander;         TNT1 A 0 A_Look;         Loop;     Missile:         ALY2 E 7 A_FaceTarget;         TNT1 A 0 A_Jump(128,"10mmBurst");         TNT1 A 0 A_PlaySound("ALPist/FIRE");         ALY2 F 2 BRIGHT A_CustomBulletAttack(4.5,5.5,1,3,"BulletPuff");         ALY2 E 3;         goto See;     10mmBurst:         TNT1 A 0 A_PlaySound("ALPist/FIRE");         ALY2 F 3 BRIGHT A_CustomBulletAttack(4.5,5.5,1,3,"BulletPuff");         ALY2 E 1;         TNT1 A 0 A_PlaySound("ALPist/FIRE");         ALY2 F 3 BRIGHT A_CustomBulletAttack(4.5,5.5,1,3,"BulletPuff");         ALY2 E 1;         TNT1 A 0 A_PlaySound("ALPist/FIRE");         ALY2 F 3 BRIGHT A_CustomBulletAttack(4.5,5.5,1,3,"BulletPuff");         ALY2 E 3;         goto See;     Pain:         ALY2 G 5 A_Pain;         ALY2 G 3;         Goto See;     Death:         ALY2 H 5 A_Scream;         ALY2 I 5;         ALY2 J 5 A_NoBlocking;         ALY2 KLM 5;         ALY2 N -1;         Stop;     XDeath:         ALY2 O 5;         ALY2 P 5 A_XScream;         ALY2 Q 5 A_NoBlocking;         ALY2 RSTUV 5;         ALY2 W -1;         Stop;     Raise:         ALY2 N 3;         ALY2 MLKJ 5;         ALY2 IH 3;         Goto See;     } }
Last edit: 2 years 4 months ago by DBJ87.

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2 years 4 months ago - 2 years 4 months ago #12 by DBJ87
Replied by DBJ87 on topic [UPDATE] Allied Marines Pack (2022 Update)

Code:
//Ally Marine template/Upgrade to ZScript //In ZScript you start with "Class" instead of "Actor", and actors need to explicitly inherit from the base Actor class. Class AllyMarine : Actor {     //The actors' properties and flags have to be put inside a Default{} block, similar to how states are put in a States{} block.     Default     {         //Actor properties need to have semicolons at the end.         Health 200;         GibHealth -50; //-35 orignal submission Default. -200 Vanilla Doom Default         Radius 20;         Height 56;         Mass 100;         SeeSound "Ally/Site";         PainSound "Ally/Pain";         DeathSound "Ally/Death";         ActiveSound "Ally/Active";         MaxTargetRange 2048;         MaxStepHeight 32;         MaxDropoffHeight 64;         //Default speeds & pain chance for majority         Speed 10;         FastSpeed 12;         PainChance 128;         MONSTER;         //Default Flags for majority         +BOSS         +FLOORCLIP         +FRIENDLY         +AVOIDMELEE         +MISSILEMORE         +QUICKTORETALIATE         +SLIDESONWALLS         +CANPUSHWALLS         +CANUSEWALLS         +JUMPDOWN         +NODROPOFF         +PUSHABLE         +NOBLOCKMONST         +LOOKALLAROUND         -COUNTKILL         //Optional Flags that I'm leaving you to decide whether to use them         //+NOTAUTOAIMED         //+NOTIMEFREEZE         //+NOFEAR     }     States     {         //All state frames in ZScript need to have semicolons, even ones that don't contain anonymous functions.         Crush:             TNT1 A 0 A_XScream();             POL5 R -1;             Loop;     } } // Intend on Script below by inkoalawetrust but no idea where to add it. // It's meant to give you extra control over Marine movement & probably replace // or be integrated into their "Patrol" set up so they aren't wondering // aimlessly when all targets have been killed & I'm assuming Spawn or See for // full control as soon as they're active from Dormant states. //Update 1 (ZScript & new Jetpack Marine Sprites) to be completed first. /* by inkoalawetrust  //This function is called by actors any time a player presses the use key on them.     Override Bool Used (Actor User)     {         Super.Used (User); //Run any of the other code inside the base Actor class first.                  //Only run the code if the player that used the marine is friendly to him. (Useful for deathmatch, where friendly monsters can work for different players.)         If (IsFriend (User))         {             //The marine isn't set to not follow players already.             If (!bDontFollowPlayers)             {                 bDontFollowPlayers = True; //So make him stop following the player.                 A_StartSound ("somesound"); //Can also play a sound cue or something if you want.                 Return True; //Marine was used.             }             //If the marine already isn't following the player anymore.             Else             {                 bDontFollowPlayers = False; //So make him start following the player again.                 A_StartSound ("somesound");                 Return True; //Marine was used.             }         }     Return False;     } */ //FIST Class AllyPunch : AllyMarine 11811 {     Default     {     //$Category Monsters     //$Title Ally 01- Punch     //$Sprite ALY1A1     Damage 10; //Skull Attack Damage     Speed 15;     FastSpeed 18;     PainChance 64;     OBITUARY "%o was punched in the face!";     Tag "AllyPunch";     MeleeThreshold 64;     -AVOIDMELEE     States     {     Spawn:         ALY1 AB 10 A_Look;         Loop;     See:         ALY1 AABBCCDD 3 A_Chase;         TNT1 A 0 A_CheckSight("A01Patrol");         loop;     A01Patrol:         ALY1 AABBCCDD 3 A_Wander;         TNT1 A 0 A_Look;         Loop;     Melee:         ALY1 A 3 A_FaceTarget;         TNT1 A 0 A_Jump(96,"Combo");         TNT1 A 0 A_PlaySound("Punch/Swing",Chan_Auto);         ALY1 E 5 A_CustomMeleeAttack(random(3,10)*6,"Ally/PunchImpact");         ALY1 A 5 A_Jump(64,"Missile");         ALY1 A 3 A_CheckRange(56,"Combo");         Goto See;     Combo:         TNT1 A 0 A_PlaySound("Punch/Swing",Chan_Auto);         ALY1 E 5 A_CustomMeleeAttack(random(3,10)*6,"Ally/PunchImpact");         ALY1 B 2;         TNT1 A 0 A_PlaySound("Punch/Swing",Chan_Auto);         ALY1 F 5 A_CustomMeleeAttack(random(3,10)*6,"Ally/PunchImpact");         ALY1 B 2;         TNT1 A 0 A_PlaySound("Punch/Swing",Chan_Auto);         ALY1 E 5 A_CustomMeleeAttack(random(3,10)*6,"Ally/PunchImpact");         ALY1 B 2;         TNT1 A 0 A_PlaySound("Punch/Swing",Chan_Auto);         ALY1 F 5 A_CustomMeleeAttack(random(3,10)*6,"Ally/PunchImpact");         ALY1 A 5 A_Jump(64,"Missile");         Goto See;     Missile:         ALY1 A 10 A_FaceTarget;         ALY1 A 5 A_PlaySound("Punch/Ready",6);         ALY1 A 5 A_FaceTarget;         TNT1 A 0 A_PlaySound("Punch/Charge",Chan_Auto);         ALY1 AE 5 A_SkullAttack;         ALY1 B 3 A_Gravity;         TNT1 A 0 A_FaceTarget;         TNT1 A 0 A_PlaySound("Punch/Swing",Chan_Auto);         ALY1 F 5 A_CustomMeleeAttack(random(3,10)*6,"Ally/PunchImpact");         ALY1 B 3 A_FaceTarget;         TNT1 A 0 A_PlaySound("Punch/Swing",Chan_Auto);         ALY1 E 5 A_CustomMeleeAttack(random(3,10)*6,"Ally/PunchImpact");         goto See;     Pain:         ALY1 G 5 A_Pain;         ALY1 G 3;         Goto See;     Death:         ALY1 H 5 A_Scream;         ALY1 I 5;         ALY1 J 5 A_NoBlocking;         ALY1 KLM 5;         ALY1 N -1;         Stop;     XDeath:         ALY1 O 5;         ALY1 P 5 A_XScream;         ALY1 Q 5 A_NoBlocking;         ALY1 RSTUV 5;         ALY1 W -1;         Stop;     Raise:         ALY1 N 3;         ALY1 MLKJ 5;         ALY1 IH 3;         Goto See;     } } //PISTOL Class AllyPistol : AllyMarine 11812 {     Default     {     //$Category Monsters     //$Title Ally 02- Pistol     //$Sprite ALY2E1     OBITUARY "%o was killed by an ally's reckless shooting!";     Tag "AllyPistol";     DropItem "Clip";     Decal "BulletChip";     states     {     Spawn:         ALY2 AABB 5 A_Look;         Loop;     See:         ALY2 AABBCCDD 3 A_Chase;         TNT1 A 0 A_CheckSight("A02Patrol");         loop;     A02Patrol:         ALY2 AABBCCDD 3 A_Wander;         TNT1 A 0 A_Look;         Loop;     Missile:         ALY2 E 7 A_FaceTarget;         TNT1 A 0 A_Jump(128,"10mmBurst");         TNT1 A 0 A_PlaySound("ALPist/FIRE");         ALY2 F 2 BRIGHT A_CustomBulletAttack(4.5,5.5,1,3,"BulletPuff");         ALY2 E 3;         goto See;     10mmBurst:         TNT1 A 0 A_PlaySound("ALPist/FIRE");         ALY2 F 3 BRIGHT A_CustomBulletAttack(4.5,5.5,1,3,"BulletPuff");         ALY2 E 1;         TNT1 A 0 A_PlaySound("ALPist/FIRE");         ALY2 F 3 BRIGHT A_CustomBulletAttack(4.5,5.5,1,3,"BulletPuff");         ALY2 E 1;         TNT1 A 0 A_PlaySound("ALPist/FIRE");         ALY2 F 3 BRIGHT A_CustomBulletAttack(4.5,5.5,1,3,"BulletPuff");         ALY2 E 3;         goto See;     Pain:         ALY2 G 5 A_Pain;         ALY2 G 3;         Goto See;     Death:         ALY2 H 5 A_Scream;         ALY2 I 5;         ALY2 J 5 A_NoBlocking;         ALY2 KLM 5;         ALY2 N -1;         Stop;     XDeath:         ALY2 O 5;         ALY2 P 5 A_XScream;         ALY2 Q 5 A_NoBlocking;         ALY2 RSTUV 5;         ALY2 W -1;         Stop;     Raise:         ALY2 N 3;         ALY2 MLKJ 5;         ALY2 IH 3;         Goto See;     } }

ZScript so far. Unable to test anything as I'm getting an error message saying: ZSCRIPT error in "Ally Marines Pack.PK3\ZSCRIPT", line 249. Expected a token.

Line 249 is currently last line of Script. No idea why the Code has been posted twice as seperate replies. Apologies for that mess. Been using ZScript examples from ZDoom Wiki as templates, in this case the Demon for the Fist marine & then Former Human for any hitscan users to try & get a basic understanding of everything. Just becoming a frustrating mess & now testing isn't working just once again has me questioning whether this update, extra marines & reformat is worth taking up everyone else's time with.
Last edit: 2 years 4 months ago by DBJ87.

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2 years 4 months ago #13 by Blue Shadow
Replied by Blue Shadow on topic [UPDATE] Allied Marines Pack (2022 Update)
Fixing the following two errors allows the code to load:
  • Unlike in DECORATE, editor numbers are assigned to actors through MAPINFO only in ZScript.
  • The "Default" blocks, where actor properties and flags are put, are missing their closing parenthesis in AllyPunch and AllyPistol actors.

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2 years 4 months ago #14 by DBJ87
Replied by DBJ87 on topic [UPDATE] Allied Marines Pack (2022 Update)
Thank you. Now that has been explained I've seen where I've gone wrong in the code. The missing closing brackets where Default is defined.

Just to confirm (to be sure I'll hopefully avoid any issues for the time being), I need to create a MAPINFO lump & then define the actor's numbers there?

I've taken a look at the links you've sent, I just want to make sure I'm understanding everything with ZScript format correctly.

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2 years 4 months ago #15 by DBJ87
Replied by DBJ87 on topic [UPDATE] Allied Marines Pack (2022 Update)
MAP INFO added but Ultimate Doom Builder is giving me an error message. Failed to apply MAPINFO DoomEdNum override "11811 = allypunch": failed to find corresponding actor class... Failed to apply MAPINFO DoomEdNum override "11812 = allypistol": failed to find corresponding actor class...
https://www.dropbox.com/s/vcwtxipgfpdzrpy/Ally%20Marines%20Pack.PK3?dl=0
 

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2 years 4 months ago #16 by Blue Shadow
Replied by Blue Shadow on topic [UPDATE] Allied Marines Pack (2022 Update)
I haven't used a Doom Builder editor since 2016, so I'm not quite sure about that error. However, try this: when editing a map, load gzdoom.pk3 as a resource, too. Order the loaded resources so that gzdoom.pk3 comes before your mod. Also, exclude gzdoom.pk3 from testing so that it's not loaded twice when running a test from the editor.

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2 years 4 months ago - 2 years 4 months ago #17 by inkoalawetrust
Replied by inkoalawetrust on topic [UPDATE] Allied Marines Pack (2022 Update)
The problem is that on the pistol marine, there is a state whose name starts with a number, which UDB doesn't like. Also to add the use code, you need to put it on the base marine class, inside of the class block itself, but not inside of the Default or State blocks. And also, you need to load GZDoom .pk3 as a resource for ZScript code, make sure to also turn on "Exclude resource from testing parameters".

Also to prevent the marines from hitting each other, you can give the base marine class a species like "AllyMarine" or "Military" that all marines inherit from. Then you can make a custom version of the bullet puff like this one, modified from my own NPC:
Code:
Class AllyMarinePuff : BulletPuff {     Default     {         Decal "BulletChip";         +MThruSpecies;         +PuffGetsOwner;     }     Override Void BeginPlay ()     {         Super.BeginPlay();                  If (Target)             Species = Target.Species; //Get your shooters' species to allow the hitscans of the marines to go through other marines.     } }


Giving the puff the same species as its' shooter, and giving it the MThruSpecies flag will allow the hitscan to pass through all other friendly marines with the same species, whatever their species may currently be.

For projectiles, you can use similar code to make the projectiles go through other allied marines instead of killing them. Where you give the projectiles the same species as the marine with that custom BeginPlay() override, and the MThruSpecies flag, so collision with the marines will be ignored. However, that will also require you to inherit from the vanilla projectiles like Rocket, PlasmaBall, and BFGBall. So that you can make a child actor that the marines fire, which has this anti-friendly fire code included. In addition, you can also give the base marine the DontHarmSpecies flag, which will stop any damage from harming other marines.

This combination of custom code and flags will basically disable all friendly fire, and stop the marines from being able to stupidly kill each other by getting in each others' way.

If you didn't get this, I can help you out with it further myself.


Also about the unarmed marines' attack, it would probably be better to decrease the speed at which they charge. A_SkullAttack has a speed parameter, whose default value is 20, so try lowering it, so they won't be able to charge as incredibly fast at their enemy.
Last edit: 2 years 4 months ago by inkoalawetrust.

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2 years 4 months ago #18 by DBJ87
Replied by DBJ87 on topic [UPDATE] Allied Marines Pack (2022 Update)
Thank you I've found the GZDoom.PK3 & added that, I've now been able to place & test the marines again.

The Pistol Marine's "10mmBurst" state has now been renamed to "PistolBurst" to stop any errors there, when testing it's working as expected. Any states from other marines down the line that have states starting with numbers, will get renamed too to avoid any errors.

Fist user's speed reduced from 15 & 18 Fast Speed to 12 & 14 Fast Speed, still slightly faster than default speeds for the majority of marines as intended & I've increased the delay on it's missile (Skull Attack) after spotting targets & the cracking knuckles ready to jump towards target sequence begins to slow it down, Face Target delay after knuckles crack increased from 5 tics to 10 tics.

Yet to add the damage protection from friendly fire or the stop/follow commanding scripts, sent this reply after testing the mentioned above to confirm this has helped resolve this issue. Also realised I'd forgotten to add the Sound effects into the PK3 so I've done that.

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  • inkoalawetrust
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2 years 4 months ago - 2 years 4 months ago #19 by inkoalawetrust
Replied by inkoalawetrust on topic [UPDATE] Allied Marines Pack (2022 Update)
I'm not sure what the last sentence means. Do you mean that you followed my suggestion and managed to stop all friendly fire between the marines, that you need help with doing that, or where you referring to the Used() override ? Or something else entirely ?


Also I should mention that the thing about needing to make custom versions of the BFGBall etc for the marines to fire is not really true, you could also do it without needing to make new actors, but the way to that is a lot more involved and would require you to know how to store the current projectile the marine is firing into a pointer, so you can add the requires properties and flags to the projectile, no custom actors needed. So using custom actors like you would in DECORATE instead is easier.
Last edit: 2 years 4 months ago by inkoalawetrust.

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  • DBJ87
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2 years 4 months ago #20 by DBJ87
Replied by DBJ87 on topic [UPDATE] Allied Marines Pack (2022 Update)
At the time I hadn't added & tested the Bullet Puff script to the ZScript, that's been added as a separate Script at the beginning of the ZScript layout.

I do intend on using the other script you've suggested at the beginning of this forum that allows or suggested adding a bit more control over movement. But unsure where to add it, is it just for the single Marine for the rest to inherit or completely separate like the Bullet Puff or any upcoming Projectile Scripts are?

If customised projectiles or damage types need to be used, I've no problem with setting that up for projectiles, the BFG-9000 Spray or fire spawned/shot from the flamethrowers. I use customised damage types, damage factors & pain chances in other projects.

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