[SUBMISSION]: Allied Marines
- DBJ87
- Topic Author
- Wicked
- Posts: 228
Name: Allied Marines
Difficulty: Easy-Hard (Based off weapons used & if you disable Friendly Flag. They are intended to help the Player)
Connection: Doom, Ally Marines, Cooperative Gameplay in Single Player
Summon: MarineAlly"xx" (Fist, Pistol, MG, CG, SG, Minigun, Chainsaw, Plasma, Rocket, BFG9000, SSG, Railgun, HSMissile, GL, BFG10K, Flamethrower, Sniper)
Melee: Yes (Melee Marine & Chainsaw Marine)
Distance: Hitscan, Projectile, Explosive, Railgun, Seeker, Fire.
Type: Human, Marines, Allies
Brightmaps: Yes
GLDefs: Yes
[CREDITS]
Submitted by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette
Sprites: ID Software, DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag
Sprite Edit: DBJ87
Brightmaps Edit: DBJ87
SFX: Custom, That_One_Doom_Mod, Doom3, CthulhuCultist, Tormentor667, Skulltag Team, Eriance, Raven Software, Rise of the Triad, Xim, Doom64
Idea Base: Own Idea, yuraofthehairfan
[DESCRIPTION]
17 Allied Marines with extensive behaviour changes including shooting, reaction timing, movement speed & parameters, tracking & targeting as well as a Large
Arsenal of weapons to assist the Player. Also includes Captive Marines & Colour Blend templates to increase diversity as Allies or additional Enemies.
All the Marines by default, have 200% Health, varied pain chances & internal Flags to change shooting behaviour.
(Full Descriptions & Credits on File's INFO & CREDITS)
//Melee/Punch: MarineAllyFist
-Attacks with fast, powerful punches.
-Has a charge attack, making him jump very quickly towards targets.
-Can use the jump attack to climb up low walls.
//Pistol: MarineAllyPistol
Has 2 sets of firing modes making the most of his wimpy weapon.
-A standard single shot, usually his main offence.
-A Quick burst of 3 shots.
//Machinegun: MarineAllyMG
Standard Infantry. Has 2 firing modes.
-A 3 Burst Shot, usually his main offence.
-A Rapid-Fire shot like the Chaingunner.
//Chaingun: MarineAllyCG
-Marine that uses a Chaingun
//Shotgun: MarineAllySG
-Marine that uses a Shotgun
//Minigun: MarineAllyMinigun
-Marine that uses a Minigun, faster & double damage output of the Chaingunner.
//Chainsaw: MarineAllyChainsaw
-Marine that uses a Chainsaw
//Plasmagun: MarineAllyPlasma
-Marine that uses a Plasmagun.
-Set to stand & fire repeatedly when attacking.
//Rocket Launcher: MarineAllyRocket
-Marine that uses a Rocket Launcher, with 2 attacks. A single shot or 3 Rockets are fired like the Cyberdemon.
-Retreats to get a clearer shot if targets are too close.
//BFG-9000: MarineAllyBFG9000
-Marine armed with the BFG-9000. Be aware of Tracer Damage.
-Careful placement recommended, there is a high risk of Friendly Fire.
//Super-Shotgun MarineAllySSG
-Marine that uses a Super-Shotgun.
//Railgun: MarineAllyRailgun
-Stationary Sniper when attacking, uses the Railgun.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.
//Bombardier: MarineAllyHSMissile
-Shoots a Fast & Accurate Homing Missile.
-Retreats to get a clearer shot if targets are too close.
//Grenadier: MarineAllyGL
-Fires timed Grenades using Skulltag based Grenade Launcher.
-Retreats to get a clearer shot if targets are too close.
//BFG-10K: MarineAllyBFG10K
-Marine that uses the BFG-10K.
-Set to stand & fire repeatedly when attacking.
-Careful placement recommended as Damage behaviour matches Skulltag's BFG-10K.
-Retreats to get a clearer shot if targets are too close.
//Flamethrower: MarineAllyFlamethrower
-Attacks with a powerful, Mid-Range Flamethrower.
-Careful placement recommended. Fire spawned after hitting targets can damage the player.
//Sniper: MarineAllySniper:
-Stationary Sniper when attacking, Bullets fired as fast projectiles dealing mid to high damage.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.
This Submission also includes 15 Tested Colour Blends, listed with a tutorial, that can be added to a Marine's decorate to change it's colour. This Submission is offering a more stable & versatile roster to choose from, instead of overpowered marines that will kill everything , leaving you standing with nothing to do, it is trying to offer more co-operative gameplay. Credit (and thank you) also goes to yuraofthehairfan.
[CAPTIVE MARINES]
Bound Marines that can be killed by enemies & killed by you for a couple of Stimpacks (you Monster!) or freed if you activate them. The Spawned Marines are exactly the same as their counterparts, meaning Health is reset to 200% & they will follow & help you as normal. They will arm themselves (randomly) with 1 of 9 Weapons:
- Fist
- Pistol
- Machinegun
- Chaingun
- Shotgun
- Chainsaw
- Minigun
- Plasmagun
- Super-Shotgun
Radius is larger than the standard Allies to help with placement & activation at a safer distance (if you stand too close or something solid gets in their way, they will not appear (due to collision set-up) when the freed marines are spawned). Credit (and thank you) also goes to yuraofthehairfan.
[UPDATE HISTORY]
Updated the original 8 Marine Submission,
Now with 11 separate Marines to assist Player. Including 3 new Marines, Super-Shotgun, Rocket Launcher & BFG-9000!
Reconfigured the original 8 & fixed Plasmagun & Minigun Death Sprites
(See INFO for full description and information about each Marine).
[UPDATES] 10/02/16
Fixed a problem with Weapon/Item Drops. Now all dropped items give 1/2 ammo as expected from any killed enemy.
[UPDATES] 03/04/16
I have added the Railgun & Bazooka Marines to this roster.
All Marines are configured with new settings.
New Sounds have been added to every Marine.
Melee/Fist Marine can now leap at targets.
Machinegun Marine's missile states reconfigured.
All Marines aren't affected by Blast Radius Damage.
Ranged Marines have a set Target Range added.
Marines have the option of being affected by "Time-Freeze", "NoFear"
& now "LookAllAround", it's up to you whether you want to use it or not (see notes)
Most Marines "Wander" after shooting instead of returning to "See" to help with
Thing_Hate problems & to help BFG, Rocket, Railgun & Bazooka Marines find fresh targets.
[UPDATES] 05/04/16
Reset Marine's Wandering states back to AABBCCDD 3, [AA 3 BB 3, etc was buggy]
Lowered Minigunner's Damage from 10 to 7 (14 per shot instead of 20 as gun fires twice)
Added "MULTIPL" to the file with information & details on how to blend the colours of the Marines, so they can be altered for Multi-Player*/Deatmatch style gameplay or used as rival groups of Marines in Singleplayer...
[UPDATES] 08/04/16
Added Final Marines to the Roster, BFG-10K, Grenade Launcher & Flamethrower.
Players have the option toggle "TELESTOMP" (teleport to location & kill who or whatever is standing on the destination)
"MULTIPL" renamed "COLOURS" with more detail on what can be done with Blending from the last update.
Marines that had the new "GoTo Spawn+1" states from last update returned to "Goto See" State.
All Marines will stop chasing, if their target is killed or escapes their line of sight & restart patrolling from their "Spawn" state.
New random, Chainsaw Marine Sight Sounds.
Melee/Fist Marine shares sounds that are used by missile marines.
New attack for the Rocket Launcher Marine, might fire 3 times like the Cyberdemon or fire once.
[UPDATES] 12/04/16
Changed "Sprite A1" for Marine Ally 3 (Machinegun) to fix an ongoing issue with a constantly (missed) sprite replacement "bug" during walk animations. Ashamed I missed this, but now, the Marine should STOP aiming randomly while walking.
29/05/16
-Added a Final Marine: Sniper Marine
-Changed "Bazooka" Marine to "Bombardier", Summon "AllySeeker".
-Updated Sounds for Bombardier.
-All Marines have had even further, extensive decorate Flag & Command Updates.
-Each Marine can climb & jump down steps easier.
31/05/16
-Changed all Sounds used to OGG Format as recommended & to decrease file size
-Fixed problems with BFG & SSG Marine's decorate
-Adjusted Bombardier's (Seeker Marine) missile height for better accuracy & cosmetic reasons
02/06/16
-All Marines won't be targeted if Auto-Aim is on, but can still be damaged.
-All Missile Marines have +AVOIDMELEE active.
-All Marines don't add to total kill % when they die.
-All Marines can walk over lines that block monsters to increase exploration.
(Impassable Lines, will still block them)
-All Marines are now susceptible to explosive damage radius again.
Other Changes:
-Pistol Marine damage set to 3% for both attacks.
-Chaingun & Minigun Marine's damage reset to 5%
-Shotgun Marine fires 7 bullets instead of 5, dealing 3% damage instead of 5%.
-Railgun Marine's firing state changed. From a single shot to it's current state.
Changes to Machinegun Marine:
-Machinegun damage set to 4% for each attack.
-Increased spread for Burst-Fire, Rapid Fire.
Following Marines take longer to fire and/or refire.
-Super-Shotgun Marine
-Rocket Launcher Marine
-BFG-9000 Marine
-Railgun Marine
-Bombardier Marine
-BFG-10K Marine
Bombardier's Missile Launcher Changes:
-Accuracy increased.
-Missing explosion sprites added.
-Can confirm, Missiles won't target player or other allies.
Flamethrower Marine:
-Flamethrower's Drop-Fire & "Explosive" Damage reduced to 1, damage stacks quickly.
-Flamethrower given +ForceRadiusDMG to deal extra damage to bosses (that are immune to Explosion Radius Damage).
20/06/16
-Bombardier, Grenadier, Rocket & BFG-10K Marines have a restriction distance of 360 map units added onto them.
This prevents them from firing at close range & Reduces the chances of killing themselves.
-Sniper & Railgun Marines have a restriction distance of at 320 Map Units. Added for more Sniper realism.
-BFG-10K checks distances before & during firing states.
-If the target is too close, all affected Marines will thrust themselves backwards, but won't force themselves to fall off platforms lower than their height drop-off offsets.
29/08/16
-Images converted to PNG Format
30/08/16
-Active sound set to 1 sound. (From 4)
-Sight sounds changed & set to 2 sound. (From 3)
-Chainsaw Marine's sight has 1 sound. (From 3)
-Melee Marine's Charge Attack has a new sound added before jumping.
-Pain sounds set to 2 random sounds. (From 5)
-Bombardier's "Ready to Fire" sequence has a slightly longer delay.
-Removed or simplified unneeded jumps on some Marine's attacks.
-Pistol Marine will use "Burst Attack" randomly instead of at a set distance.
-Machinegun Marine has 2 attacks instead of 3, each used randomly instead of at a set distance.
-Chainsaw Marine's attack lasts slightly longer
-Rocket & Bombardier Marines have been given height offsets for Rockets to spawn from to help with accuracy.
-Overall layout of Decorate tidied up.
31/08/16
-New Attack Configuration for Chainsaw Marine, improving Damage & Duration
-Patrol/Explore Routine is separated from all Spawn States.
-Marines will now stand & wait to be alerted by Hostile Targets or the Player like all of Doom's enemies.
-Patrol state removed from Chainsaw Marine. Basically, he'll keep searching for targets but the Chainsaw won't be turned off.
17/11/16
-Machinegun Marine's Missing Loop Added to Spawn State.
-Pain Sounds reduced to 1.
-GLDef Lights added on Marine Sprites, Fire, Plasma, Explosive Projectiles.
13/01/17
-Plasma Marine has a new Firing Sprites. Showing a blue flash instead of grey.
-Chaingun Marine has a new Sprite Set (X) added before firing.
-All 17 Marines have Brightmaps. All made from Scratch excluding Doom's Marine Brightmaps used by the Machinegun Marine.
-Weapons such as the BFG-9000 & Railgun have Brightmaps when not firing.
-Flamethrower Marine has a Distance Check on attack. Will fire short bursts as he closes in, more importantly he'll stop firing when target is outside his Melee Range/Threshold. Continuous Fire when target is cornered or stays within Melee Range.
-Credits updated.
-Corrected Script Errors left on SNDINFO & GLDefs after 17/11/16 Update.
16/01/17
-More Shades added to Updated Plasma Marine F Sprites. Lighter shades of Blue have been added to F Sprites & Brightmaps are updated with the new Sprite Changes.
-Changes added to Rocket Marine, Bombardier & Grenadier Brightmaps. The weapons look like they're firing an explosive blast & not a gunshot.
17/01/17
-Final changes to INFO & CREDITS.
06/02/17
-Created a Captive Marine Actor which will turn into 1 of 9 pre-set Allies when activated by the player or that can be killed.
12/02/17
-Updated the Captive Marine with an easier & quicker method to freeing him.
-Increased the delay from swapping to a freed Marine.
[10/03/17]
Removed Update History info, shortened descriptions & detailed info, keeping everything more to the point & to decrease file size.
[15/05/17]
-Bug Fix on Ally 17's XDeath. Sprites OP were used twice in Extreme Death Sequence.
-Decorate & additional notes checked over.
[16/05/17]
-Activation Radius for Captive Marines increased from Default (20) to 40 (tested at 32, 48 & 56), allowing quicker access to saving Marines & reducing chances of losing them due to collision checks in place.
-Updated notes on Captive Marines. Regarding activation & placement.
[19/05/17]
-Extreme Death Sprite bug on BFG Marine fixed. (Non-Existent Sprite was put into Decorate ending)
-Wander Loop cycle shortened to reduce file size. (On all Marines that use it)
If there's any issues let me know, otherwise I consider this completed.
[PREVIEW]
[DOWNLOAD] Allied Marines Pack
http://www.m*diafire.com/file/t4ha2hco1i9bx1a/Allied_Marines_Pack.zip
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- TheMightyHeracross
- Wraith
- Posts: 22
Although it would be nice if you put the actor names instead of telling us to check the file (which is why that is there in the first place- so we don't have to). You could do this:
Summon: MarineAlly(Fist/Pistol/MG/CG/SG/Minigun/Chaingun/Plasma)
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
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- TheMightyHeracross
- Wraith
- Posts: 22
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
Fixed an error with the Rocket Launcher Marine's Decorate, it should now drop/spawn it's weapon when killed.
If anybody can figure out why the Marines drop 2x their items if "Dropitem" command is used (which has forced me to use "A_SpawnItemEx" instead), I'd be grateful if you could tell me how I can fix this.
Both "Dropitem" & "A_SpawnItemEx" were NOT used at the same time, tested "Dropitem" first and when killed, a marine would drop 2 items... Problem with "A_SpawnItemEx" is that it spawns a new weapon that gives full ammo.
Example: Shotgun gives 8 Shells instead of 4, like it would do if you killed a former Sergeant.
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- Blue Shadow
- Administrator
- Posts: 1129
I'll take a guess and say that you're calling A_NoBlocking/A_Fall twice in their death state.DBJ87 wrote: If anybody can figure out why the Marines drop 2x their items if "Dropitem" command is used (which has forced me to use "A_SpawnItemEx" instead), I'd be grateful if you could tell me how I can fix this.
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
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- yuraofthehairfan
- Demon
- Posts: 31
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
I'm going to add some of these changes to the 11 all ready submitted & upload a Railgun (Skulltag) & Bazooka user with the next update in a few days/weeks, but after that unless something really stands out, I'll leave it at 13 Marines & keep track on any updates or suggestions for behaviour changes... got some new weapons for the armoury, thanks to working on this too
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- yuraofthehairfan
- Demon
- Posts: 31
oh hey just a thought but a color set like this http://zdoom.org/wiki/Classes:DoomPlayer would be a cool add on maybe put it at the top in the wad so if you want to change one to red and one to blue or gray like in a multiplayer fight but with allies
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