[SUBMISSION]: Allied Marines
- MagicWazard
- Moderator
- Posts: 808
Please Log in or Create an account to join the conversation.
- DBJ87
- Topic Author
- Wicked
- Posts: 228
MagicWazard wrote: Well, holler when it's "done", so we can give it official consideration.
Done, did a few tests at the 512 distance from target to Marine but it was WAY too far, Explosives & 10K Marines cancel their attack at 360, Railgun & Sniper Marines cancel at 320. They only backpedal a short distance, so the player still has to keep them covered & the Marines still won't accidentally throw themselves off heights lower the their preset climb & drop offsets.
This is now "Done". Finished . Thanks again for your feedback, Enjoy
As for the other side-project:
Basics for the other "Advanced Ally Marine" project is now also finished. Chances are that I might to break down the Marine count from 12 to 6-8 keeping the best/realistic/relevant variants of weapons & perks given to marines in case repetition of a limited arsenal is an issue, I will consider submitting the file when a decision has come on where this one is heading & then after that, if it's still wanted, needed or relevant to push the project further without ruining this one.
Please Log in or Create an account to join the conversation.
- Fiorello1
- Dark Imp
- Posts: 8
Please Log in or Create an account to join the conversation.
- DBJ87
- Topic Author
- Wicked
- Posts: 228
Fiorello1 wrote: Where is the new update link?
On the file's description (1st page of this forum). There's a link at bottom of it. Under the Preview images.
Please Log in or Create an account to join the conversation.
- Blue Shadow
- Administrator
- Posts: 1129
Please Log in or Create an account to join the conversation.
- DBJ87
- Topic Author
- Wicked
- Posts: 228
Blue Shadow wrote: This pack seems to be okay. About the only complaint I have is the radio chatter; constantly hearing the marines' voices in my head gets annoying really fast, especially if there are quite a few of them in the game.
Seeing as they're Allies, maybe I can just take the active sounds out? It's only really there to let you know they are still alive and kicking. And using the zombie grunts didn't suit this at all.
As for voices, they obviously have found a new target (jump from Spawn to See), so that's why it's happening. I could set to go straight back "See" states but it takes away the whole idea of patrolling and looking for fresh targets, if their target is dead, they won't move until attacked by another enemy (like if an enemy killed you and gets hit by a different species' crossfire).
Please Log in or Create an account to join the conversation.
- MagicWazard
- Moderator
- Posts: 808
DBJ87 wrote: Seeing as they're Allies, maybe I can just take the active sounds out? It's only really there to let you know they are still alive and kicking. And using the zombie grunts didn't suit this at all.
When I made some custom Allies, I used the "radio static" sounds from the ZSpecOps for their "see" and "active" sounds. Maybe you could mix that in to break up the chatter. In any event, these guys aren't designed to be used in large quantities, so it doesn't bother me overly if they're a little talkative.
Please Log in or Create an account to join the conversation.
- Blue Shadow
- Administrator
- Posts: 1129
As long as they're doing their job killing things, that's all that matters to me. I don't need to hear about their "status" every second or so.DBJ87 wrote: It's only really there to let you know they are still alive and kicking.
An invasion or massive-fight maps wouldn't be an uncommon thing to use these guys in in a group.MagicWazard wrote: In any event, these guys aren't designed to be used in large quantities, so it doesn't bother me overly if they're a little talkative.
Please Log in or Create an account to join the conversation.
- DBJ87
- Topic Author
- Wicked
- Posts: 228
Blue Shadow wrote: Hearing the chatter in my head is the big problem; their sounds can be heard in full volume regardless of how far away I'm standing. Although hearing the same lines over and over gets tiring, it's not the main issue (no, I'm not suggesting adding more lines!).
As long as they're doing their job killing things, that's all that matters to me. I don't need to hear about their "status" every second or so.
Removed a lot of the voices. Keeping 3 of the shortest, less irritating sounds in for all and 1 used by the Chainsaw Marine & 1 by the Bombardier. Active sound is changed too, while sifting through some of the attacks I've simplified a few, removing the "goto whichmissiletype" option on all the marines that used it. Biggest changes fall onto the Machinegun Marine who now has 2 attacks instead of 3. Decorate looks a lot more presentable too, I hope this helps.
31/08
Have also separated Patrol routine from Spawn states. Marines will stand and wait to alerted by the player or if they see a hostile target instead of wandering off as soon as the level is started
Please Log in or Create an account to join the conversation.
- Dreadopp
- Administrator
- Posts: 183
- The one pain sound they have does get kind of repetitive. I'm not entirely sure what they say ("Some help"?) but it pretty much happened every time one of them got hit.
- I created a test map with all of the Marines in it (with no monsters) and they all stand still until I fire or summon a monster except for the Machine Gun Marine. He walks around as soon as the game starts.
- When pitting one of the marines against some monsters (in this case, imps), I noticed that if I'm out of sight, the monsters don't wake up until the marine shot them. This gives the Chaingun Marine (and some of the others) a good chance to mow down each imp before they have a chance to retaliate.
Please Log in or Create an account to join the conversation.