[SUBMISSION]: Allied Marines
- DBJ87
- Topic Author
- Wicked
- Posts: 228
yuraofthehairfan wrote: Sweet can't wait for this to get in got plans for them
Can't wait either (fingers crossed) . It's been a long, massive learning curve and have enjoyed every second of it. The suggestion for colour blending was a big step forward to variety too and I can't thank you enough for suggesting it & helping me through it.
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- yuraofthehairfan
- Demon
- Posts: 31
mmm there is one idea I have but not sure if I should bring it up because it about done but on skull tag they have marines that are tied up and you can free them and then help you some one had that in a marine set a few years ago before the site was hacked but I'll half to look up the name when I get time
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
yuraofthehairfan wrote: your welcome
mmm there is one idea I have but not sure if I should bring it up because it about done but on skull tag they have marines that are tied up and you can free them and then help you some one had that in a marine set a few years ago before the site was hacked but I'll half to look up the name when I get time
I've seen them on Brutal Doom, I can get the sprites & a basic idea on the decorate detail from there. I'll see what I can do (keep the ball rolling while waiting), the concept is simple enough (never thought I'd say that when started this lol) as I've made more advanced marines that can drop sentry bots or summon "helper" monsters etc as Spawned items, so it's the same idea except they'd do it at set circumstances such as if they are attacked. (If the enter pain, x% chance they'll use an item) nothing like activating a trapped marine would be... I think, I've tried that once before (ages ago) but it just killed the marine when activated.
Not worked on "puzzle" items or actors that can be activated by player much, but I'll see what I can do. It'll only be with some of the weaker variants of Marine, melee, pistol, shotguns, or semi-automatics. Freeing somebody with a Rocket Launcher, BFG-9000 or a Flamethrower would suicidal.
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- yuraofthehairfan
- Demon
- Posts: 31
This might help for the CapturedMarin and was code set was done by Gni
Submitted: Gni
Decorate: Gni
GLDefs: Gni
Sounds: Zdoom Burning Vengeance, Brutal Doom, Heaven Guard from Realm667, Railbot from Realm667
Sprites: Zdoom Burning Vengeance, Brutal Doom, Heaven Guard from Realm667, Railbot from Realm667
Sprite Edit: Gni
Idea Base: Inspired by the Brutal Doom marines, by Sgt_Mark_IV
ACTOR MarineMale 15321
{
Game Doom
Health 100
DamageFactor "Normal", 0.67
Radius 16
Height 56
Mass 100
Speed 8
PainChance 90
MaxTargetRange 1100
DropItem "Clip" 96
DropItem "Clip" 64
DropItem "Clip" 64
DropItem "Cell" 64
DropItem "Shell" 96
DropItem "Shell" 64
DropItem "RocketAmmo" 96
Obituary "%o was defeated by a marine."
Monster
-COUNTKILL
+FRIENDLY
+NOCLIP
+MISSILEMORE
+NEVERFAST
+NOINFIGHTING
+LOOKALLAROUND
+DONTHURTSPECIES
+NOBLOCKMONST
+QUICKTORETALIATE
+TELESTOMP
States
{
Spawn:
PLAY A 3 A_Look
PLAY A 3
Loop
Idle:
PLAY A 0 A_ChangeFlag ("NOCLIP", 0)
PLAY A 3 A_Look
PLAY A 3
PLAY A 3 A_Look
PLAY B 3
PLAY B 3 A_Look
PLAY B 3
PLAY B 0 A_ChangeFlag ("FRIGHTENED",0)
Loop
See:
PLAY A 0 A_ChangeFlag ("NOCLIP", 0)
PLAY A 0 A_Jump (200,4)
PLAY A 0 A_ChangeFlag ("ALWAYSFAST", 0)
PLAY A 0 A_ChangeFlag ("NEVERFAST", 1)
PLAY A 0 A_ChangeFlag ("FLOAT", 1)
PLAY AAAA 1 A_Chase
PLAY BBBB 1 A_Chase
PLAY CCCC 1 A_Chase
PLAY DDDD 1 A_Chase
PLAY D 0 HealThing(1)
PLAY D 0 A_Jump (128,4)
PLAY D 0 A_ChangeFlag ("NEVERFAST", 1)
PLAY D 0 A_ChangeFlag ("ALWAYSFAST", 0)
PLAY D 0 A_ChangeFlag ("MISSILEEVENMORE", 0)
PLAY AAAA 1 A_Chase
PLAY BBBB 1 A_Chase
PLAY CCCC 1 A_Chase
PLAY DDDD 1 A_Chase
PLAY D 0 HealThing(1)
PLAY D 0 A_ChangeFlag ("FRIGHTENED",0)
PLAY D 0 A_ChangeFlag ("FLOAT", 0)
PLAY D 0 A_ClearTarget
Loop
Missile:
PLAY E 0 A_Jump (128,50)
PLAY E 0 A_ChangeFlag ("FLOAT", 0)
PLAY E 0 A_Jump(85,2)
PLAY E 0 A_JumpIfHealthLower(30, "Retreat")
PLAY E 0 A_Jump (128, 5)
PLAY E 1 ThrustThing(angle*256/360+64, 12, 1, 0)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot1")
PLAY E 0 A_CPosRefire
PLAY E 0 A_Jump (171, 5)
PLAY E 1 ThrustThing(angle*256/360+64, 12, 1, 0)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot2")
PLAY E 0 A_CPosRefire
PLAY E 1 A_Jump (171, 5)
PLAY E 0 A_ChangeFlag ("FRIGHTENED",1)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot2")
PLAY E 0 A_CPosRefire
PLAY E 0 A_Jump (128, 5)
PLAY E 1 ThrustThing(angle*256/360+64, 12, 1, 0)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot1")
PLAY E 0 A_CPosRefire
PLAY E 0 A_Jump (171, 5)
PLAY E 1 ThrustThing(angle*256/360-64, 12, 1, 0)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot2")
PLAY E 0 A_CPosRefire
PLAY E 1 A_Jump (225, 7)
PLAY E 0 A_ChangeFlag ("NEVERFAST", 0)
PLAY E 0 A_ChangeFlag ("ALWAYSFAST", 1)
PLAY E 0 A_ChangeFlag ("MISSILEEVENMORE", 1)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot1")
PLAY E 0 A_CPosRefire
PLAY E 1 A_Jump (171, 6)
PLAY E 1 ThrustThing(angle*256/360-64, 12, 1, 0)
PLAY E 0 A_ChangeFlag ("FRIGHTENED",1)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot1")
PLAY E 0 A_CPosRefire
PLAY E 1 A_FaceTarget
PLAY E 1 A_Jump (250, 4)
PLAY E 11 A_FaceTarget
PLAY F 3 A_CustomMissile ("ConcussionMissile", 30)
PLAY E 0 A_ClearTarget
PLAY E 1 A_FaceTarget
PLAY E 0 A_ChangeFlag ("FRIGHTENED",0)
PLAY E 0 A_Jump (255,48)
PLAY E 0 A_ChangeFlag ("FLOAT", 0)
PLAY E 0 A_Jump(85,2)
PLAY E 0 A_JumpIfHealthLower(30, "Retreat")
PLAY E 0 A_Jump (128, 5)
PLAY E 1 ThrustThing(angle*256/360-64, 12, 1, 0)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot2")
PLAY E 0 A_CPosRefire
PLAY E 0 A_Jump (171, 5)
PLAY E 1 ThrustThing(angle*256/360-64, 12, 1, 0)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot1")
PLAY E 0 A_CPosRefire
PLAY E 1 A_Jump (171, 5)
PLAY E 0 A_ChangeFlag ("FRIGHTENED",1)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot1")
PLAY E 0 A_CPosRefire
PLAY E 0 A_Jump (128, 5)
PLAY E 1 ThrustThing(angle*256/360-64, 12, 1, 0)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot2")
PLAY E 0 A_CPosRefire
PLAY E 0 A_Jump (171, 5)
PLAY E 1 ThrustThing(angle*256/360+64, 12, 1, 0)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot1")
PLAY E 0 A_CPosRefire
PLAY E 1 A_Jump (225, 7)
PLAY E 0 A_ChangeFlag ("NEVERFAST", 0)
PLAY E 0 A_ChangeFlag ("ALWAYSFAST", 1)
PLAY E 0 A_ChangeFlag ("MISSILEEVENMORE", 1)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot2")
PLAY E 0 A_CPosRefire
PLAY E 1 A_Jump (171, 6)
PLAY E 1 ThrustThing(angle*256/360+64, 12, 1, 0)
PLAY E 0 A_ChangeFlag ("FRIGHTENED",1)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot2")
PLAY E 0 A_CPosRefire
PLAY E 1 A_FaceTarget
PLAY E 1 A_Jump (250, 4)
PLAY E 11 A_FaceTarget
PLAY F 3 A_CustomMissile ("ConcussionMissile", 30)
PLAY E 0 A_ClearTarget
PLAY E 1 A_FaceTarget
PLAY E 0 A_ChangeFlag ("FRIGHTENED",0)
PLAY E 0 HealThing(1)
Goto See
Pain:
PLAY G 0 A_PlaySound ("DSNOWAY")
PLAY G 0 A_ChangeFlag ("NOCLIP", 0)
PLAY G 0 A_Jump(171,2)
PLAY G 0 A_JumpIfHealthLower(60, "Retreat")
PLAY G 1 HealThing(5)
PLAY G 1 ThrustThing(angle*256/360+128, 30, 1, 0)
PLAY G 6 A_Pain
Goto Idle
Retreat:
PLAY A 0
PLAY A 0 A_ChangeFlag("FRIGHTENED",1)
PLAY AAAA 1 A_Chase
PLAY BBBB 1 A_Chase
PLAY CCCC 1 A_Chase
PLAY DDDD 1 A_Chase
PLAY D 0 HealThing(5)
PLAY AAAA 1 A_Chase
PLAY BBBB 1 A_Chase
PLAY CCCC 1 A_Chase
PLAY DDDD 1 A_Chase
PLAY D 0 HealThing(5)
PLAY AAAA 1 A_Chase
PLAY BBBB 1 A_Chase
PLAY CCCC 1 A_Chase
PLAY DDDD 1 A_Chase
PLAY D 0 HealThing(5)
PLAY AAAA 1 A_Chase
PLAY BBBB 1 A_Chase
PLAY CCCC 1 A_Chase
PLAY DDDD 1 A_Chase
PLAY D 0 HealThing(5)
Goto See
Death:
PLAY H 0 A_PlaySound ("DSPDIEHI")
PLAY H 10
PLAY I 10 A_Scream
PLAY J 10 A_NoBlocking
PLAY KLM 10
PLAY N -1
Stop
XDeath:
PLAY O 5
PLAY P 5 A_XScream
PLAY Q 5 A_NoBlocking
PLAY RSTUV 5
PLAY W -1
Stop
Raise:
PLAY MLKJIH 5
Goto See
}
}
Actor CapturedMarineMale 15324
{
+SOLID
+SHOOTABLE
-COUNTKILL
-PUSHABLE
+FRIENDLY
+NOTARGET
Health 100
DamageFactor "Normal", 0.67
DamageFactor "Melee", 99.0
height 48
radius 8
Scale 0.9
DropItem "Clip" 96
DropItem "Clip" 64
DropItem "Clip" 64
DropItem "Cell" 64
DropItem "Shell" 96
DropItem "Shell" 64
DropItem "RocketAmmo" 96
Speed 0
Monster
PainChance 90
Mass 10000000000000
states
{
Spawn:
CAMD A 20
CAMD B 6
CAMD C 20
CAMD B 6
loop
Pain:
CAMD P 15 A_PlaySound ("DSNOWAY")
Goto Spawn
Death:
CAMD P 7 A_PlaySound ("DSNOWAY")
CAMD D -1 A_PlaySound ("DSPDIEHI")
Wait
Death.Melee:
CAMD F 16 A_PlaySound ("DSNOWAY")
CAMD N 0 A_ChangeFlag ("SOLID",0)
CAMD N 1 A_SpawnItem("MarineMale",0,0)
CAMD N -1 A_ChangeFlag ("SHOOTABLE",0)
Wait
}
}
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
yuraofthehairfan wrote: yeah its a new topic so lots of new things that not a lot of mappers have messed with
This might help for the CapturedMarin and was code set was done by Gni
Warning: Spoiler!
Submitted: Gni
Decorate: Gni
GLDefs: Gni
Sounds: Zdoom Burning Vengeance, Brutal Doom, Heaven Guard from Realm667, Railbot from Realm667
Sprites: Zdoom Burning Vengeance, Brutal Doom, Heaven Guard from Realm667, Railbot from Realm667
Sprite Edit: Gni
Idea Base: Inspired by the Brutal Doom marines, by Sgt_Mark_IV
ACTOR MarineMale 15321
{
Game Doom
Health 100
DamageFactor "Normal", 0.67
Radius 16
Height 56
Mass 100
Speed 8
PainChance 90
MaxTargetRange 1100
DropItem "Clip" 96
DropItem "Clip" 64
DropItem "Clip" 64
DropItem "Cell" 64
DropItem "Shell" 96
DropItem "Shell" 64
DropItem "RocketAmmo" 96
Obituary "%o was defeated by a marine."
Monster
-COUNTKILL
+FRIENDLY
+NOCLIP
+MISSILEMORE
+NEVERFAST
+NOINFIGHTING
+LOOKALLAROUND
+DONTHURTSPECIES
+NOBLOCKMONST
+QUICKTORETALIATE
+TELESTOMP
States
{
Spawn:
PLAY A 3 A_Look
PLAY A 3
Loop
Idle:
PLAY A 0 A_ChangeFlag ("NOCLIP", 0)
PLAY A 3 A_Look
PLAY A 3
PLAY A 3 A_Look
PLAY B 3
PLAY B 3 A_Look
PLAY B 3
PLAY B 0 A_ChangeFlag ("FRIGHTENED",0)
Loop
See:
PLAY A 0 A_ChangeFlag ("NOCLIP", 0)
PLAY A 0 A_Jump (200,4)
PLAY A 0 A_ChangeFlag ("ALWAYSFAST", 0)
PLAY A 0 A_ChangeFlag ("NEVERFAST", 1)
PLAY A 0 A_ChangeFlag ("FLOAT", 1)
PLAY AAAA 1 A_Chase
PLAY BBBB 1 A_Chase
PLAY CCCC 1 A_Chase
PLAY DDDD 1 A_Chase
PLAY D 0 HealThing(1)
PLAY D 0 A_Jump (128,4)
PLAY D 0 A_ChangeFlag ("NEVERFAST", 1)
PLAY D 0 A_ChangeFlag ("ALWAYSFAST", 0)
PLAY D 0 A_ChangeFlag ("MISSILEEVENMORE", 0)
PLAY AAAA 1 A_Chase
PLAY BBBB 1 A_Chase
PLAY CCCC 1 A_Chase
PLAY DDDD 1 A_Chase
PLAY D 0 HealThing(1)
PLAY D 0 A_ChangeFlag ("FRIGHTENED",0)
PLAY D 0 A_ChangeFlag ("FLOAT", 0)
PLAY D 0 A_ClearTarget
Loop
Missile:
PLAY E 0 A_Jump (128,50)
PLAY E 0 A_ChangeFlag ("FLOAT", 0)
PLAY E 0 A_Jump(85,2)
PLAY E 0 A_JumpIfHealthLower(30, "Retreat")
PLAY E 0 A_Jump (128, 5)
PLAY E 1 ThrustThing(angle*256/360+64, 12, 1, 0)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot1")
PLAY E 0 A_CPosRefire
PLAY E 0 A_Jump (171, 5)
PLAY E 1 ThrustThing(angle*256/360+64, 12, 1, 0)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot2")
PLAY E 0 A_CPosRefire
PLAY E 1 A_Jump (171, 5)
PLAY E 0 A_ChangeFlag ("FRIGHTENED",1)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot2")
PLAY E 0 A_CPosRefire
PLAY E 0 A_Jump (128, 5)
PLAY E 1 ThrustThing(angle*256/360+64, 12, 1, 0)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot1")
PLAY E 0 A_CPosRefire
PLAY E 0 A_Jump (171, 5)
PLAY E 1 ThrustThing(angle*256/360-64, 12, 1, 0)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot2")
PLAY E 0 A_CPosRefire
PLAY E 1 A_Jump (225, 7)
PLAY E 0 A_ChangeFlag ("NEVERFAST", 0)
PLAY E 0 A_ChangeFlag ("ALWAYSFAST", 1)
PLAY E 0 A_ChangeFlag ("MISSILEEVENMORE", 1)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot1")
PLAY E 0 A_CPosRefire
PLAY E 1 A_Jump (171, 6)
PLAY E 1 ThrustThing(angle*256/360-64, 12, 1, 0)
PLAY E 0 A_ChangeFlag ("FRIGHTENED",1)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot1")
PLAY E 0 A_CPosRefire
PLAY E 1 A_FaceTarget
PLAY E 1 A_Jump (250, 4)
PLAY E 11 A_FaceTarget
PLAY F 3 A_CustomMissile ("ConcussionMissile", 30)
PLAY E 0 A_ClearTarget
PLAY E 1 A_FaceTarget
PLAY E 0 A_ChangeFlag ("FRIGHTENED",0)
PLAY E 0 A_Jump (255,48)
PLAY E 0 A_ChangeFlag ("FLOAT", 0)
PLAY E 0 A_Jump(85,2)
PLAY E 0 A_JumpIfHealthLower(30, "Retreat")
PLAY E 0 A_Jump (128, 5)
PLAY E 1 ThrustThing(angle*256/360-64, 12, 1, 0)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot2")
PLAY E 0 A_CPosRefire
PLAY E 0 A_Jump (171, 5)
PLAY E 1 ThrustThing(angle*256/360-64, 12, 1, 0)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot1")
PLAY E 0 A_CPosRefire
PLAY E 1 A_Jump (171, 5)
PLAY E 0 A_ChangeFlag ("FRIGHTENED",1)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot1")
PLAY E 0 A_CPosRefire
PLAY E 0 A_Jump (128, 5)
PLAY E 1 ThrustThing(angle*256/360-64, 12, 1, 0)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot2")
PLAY E 0 A_CPosRefire
PLAY E 0 A_Jump (171, 5)
PLAY E 1 ThrustThing(angle*256/360+64, 12, 1, 0)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot1")
PLAY E 0 A_CPosRefire
PLAY E 1 A_Jump (225, 7)
PLAY E 0 A_ChangeFlag ("NEVERFAST", 0)
PLAY E 0 A_ChangeFlag ("ALWAYSFAST", 1)
PLAY E 0 A_ChangeFlag ("MISSILEEVENMORE", 1)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot2")
PLAY E 0 A_CPosRefire
PLAY E 1 A_Jump (171, 6)
PLAY E 1 ThrustThing(angle*256/360+64, 12, 1, 0)
PLAY E 0 A_ChangeFlag ("FRIGHTENED",1)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot2")
PLAY E 0 A_CPosRefire
PLAY E 1 A_FaceTarget
PLAY E 1 A_Jump (250, 4)
PLAY E 11 A_FaceTarget
PLAY F 3 A_CustomMissile ("ConcussionMissile", 30)
PLAY E 0 A_ClearTarget
PLAY E 1 A_FaceTarget
PLAY E 0 A_ChangeFlag ("FRIGHTENED",0)
PLAY E 0 HealThing(1)
Goto See
Pain:
PLAY G 0 A_PlaySound ("DSNOWAY")
PLAY G 0 A_ChangeFlag ("NOCLIP", 0)
PLAY G 0 A_Jump(171,2)
PLAY G 0 A_JumpIfHealthLower(60, "Retreat")
PLAY G 1 HealThing(5)
PLAY G 1 ThrustThing(angle*256/360+128, 30, 1, 0)
PLAY G 6 A_Pain
Goto Idle
Retreat:
PLAY A 0
PLAY A 0 A_ChangeFlag("FRIGHTENED",1)
PLAY AAAA 1 A_Chase
PLAY BBBB 1 A_Chase
PLAY CCCC 1 A_Chase
PLAY DDDD 1 A_Chase
PLAY D 0 HealThing(5)
PLAY AAAA 1 A_Chase
PLAY BBBB 1 A_Chase
PLAY CCCC 1 A_Chase
PLAY DDDD 1 A_Chase
PLAY D 0 HealThing(5)
PLAY AAAA 1 A_Chase
PLAY BBBB 1 A_Chase
PLAY CCCC 1 A_Chase
PLAY DDDD 1 A_Chase
PLAY D 0 HealThing(5)
PLAY AAAA 1 A_Chase
PLAY BBBB 1 A_Chase
PLAY CCCC 1 A_Chase
PLAY DDDD 1 A_Chase
PLAY D 0 HealThing(5)
Goto See
Death:
PLAY H 0 A_PlaySound ("DSPDIEHI")
PLAY H 10
PLAY I 10 A_Scream
PLAY J 10 A_NoBlocking
PLAY KLM 10
PLAY N -1
Stop
XDeath:
PLAY O 5
PLAY P 5 A_XScream
PLAY Q 5 A_NoBlocking
PLAY RSTUV 5
PLAY W -1
Stop
Raise:
PLAY MLKJIH 5
Goto See
}
}
Actor CapturedMarineMale 15324
{
+SOLID
+SHOOTABLE
-COUNTKILL
-PUSHABLE
+FRIENDLY
+NOTARGET
Health 100
DamageFactor "Normal", 0.67
DamageFactor "Melee", 99.0
height 48
radius 8
Scale 0.9
DropItem "Clip" 96
DropItem "Clip" 64
DropItem "Clip" 64
DropItem "Cell" 64
DropItem "Shell" 96
DropItem "Shell" 64
DropItem "RocketAmmo" 96
Speed 0
Monster
PainChance 90
Mass 10000000000000
states
{
Spawn:
CAMD A 20
CAMD B 6
CAMD C 20
CAMD B 6
loop
Pain:
CAMD P 15 A_PlaySound ("DSNOWAY")
Goto Spawn
Death:
CAMD P 7 A_PlaySound ("DSNOWAY")
CAMD D -1 A_PlaySound ("DSPDIEHI")
Wait
Death.Melee:
CAMD F 16 A_PlaySound ("DSNOWAY")
CAMD N 0 A_ChangeFlag ("SOLID",0)
CAMD N 1 A_SpawnItem("MarineMale",0,0)
CAMD N -1 A_ChangeFlag ("SHOOTABLE",0)
Wait
}
}
As far this project goes, it is finished and ready for submission, any extra changes can always be added as updates.
I will start looking into the captured marines idea, the extensive behaviour changes like Brutal Doom has for the Allied Marines or what Alando1 had for a project he'd done with Allied Marines really isn't what I'm aiming for (I've got a seperate project with that set up), I'm trying to avoid this because the Marines tend to be unstoppable killing machines, usually killed by crossfire from the player or by bosses rather than being taken out by weaker enemies such as Demons, Zombies, Imps or slow moving flying enemies.
It's the transition from changing one actor to another (a captured Marine to a random Ally) that I'd be focusing on for this idea. I tried it once a while back with the shootable Bound Marines but when you activate them, they just died (although back then (about 2 years ago) I also had little understanding of Spawning External Items)
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
As far this project goes, it is finished and ready for submission.
I will start looking into the captured marines idea, the extensive behaviour changes like Brutal Doom has for the Allied Marines or what Alando1 had for a project he'd done with Allied Marines really isn't what I'm aiming for (I've got a seperate project with that set up), I'm trying to avoid this because the Marines tend to be unstoppable killing machines, usually killed by crossfire from the player or by bosses rather than being taken out by weaker enemies such as Demons, Zombies, Imps or slow moving flying enemies.
It's the transition from changing one actor to another (a captured Marine to a random Ally) that I'd be focusing on for this idea. I tried it once a while back with the shootable Bound Marines but when you activate them, they just died (although back then (about 2 years ago) I also had little understanding of Spawning External Items)
Well, that's done quicker than expected Created a captive Ally from Skulltag & Captain Toenail's Bound Marines, giving you the option of killing him for a couple of Stimpacks or finding* a way to free them. They will then Emerge as one of the Allies with the lower tier weapons, no explosives the most powerful guys that can be rescued have either a Minigun, Plasmagun or Super-Shotgun but it's always random. Dead Allies can't be activated, given them an inventory item when killed or freed to stop them respawning from death.
*You or an enemy can activate any marine but the player can't activate the Marine itself as if it was a switch, it'll need to be tagged etc like a Switchable Decoration.
[Edit]
Again. There isn't anything else that needs to be added. Marine's are balanced, there is a huge amount of variety on offer with this submission, only other thing would be to add the Marines I cut out (left out to save space, most will be ignored & that too much will ruin it), I've given you the "essential" & most expected Marines the UAC has on offer
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- yuraofthehairfan
- Demon
- Posts: 31
well they shouldn't die you half to punch them not shot them or the link from the wad I showed you that's how it works
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
yuraofthehairfan wrote: yeah that can be done latte on another project but try to think of it like this play all of doom 1 2 and final with out dying ones then think getting captured instead of dying unless its a computer bot or just vary vary lucky lol
well they shouldn't die you half to punch them not shot them or the link from the wad I showed you that's how it works
The Captive Marines (when bound) have 100 points of health, so they won't die from a few pistol shots or a Super-Shotgun at mid range, they shouldn't have a huge amount of health or more than what they get when freed, it's unrealistic & if you want some health & don't mind killing a buddy or two, saves ammo.
When freed, the captive actor disappears from the map (item given to them, stops any trigger from reactivating them (spawning a new marine again). A freed Marine is one of the preset Marines on the decorate, health at 200%, can be killed, revived (by enemy (turn against you if an Archvile revives them) or friend) with a random weapon.
I did have a look over the decorates you've showed me, can't find anything that lets you activate the Marines as if using a switch or inventory item, it's pretty confusing... so it's left at creating a trigger (a script, 1st map I've used them on they are activated after picking up a key, or walking over a specific line... closest I could get to actually touching the marine to free them would be creating a square or circle around the marine & then have that activate the tagged captives.
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- MagicWazard
- Moderator
- Posts: 808
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
MagicWazard wrote: Have you tried adding the flag +USESPECIAL on the captive Marines? This might be what you need to be able to "activate" them to free them.
No, that completely slipped my mind, but I will try it now (reading about it & +BUMPSPECIAL) on the ZDoom WIKI after you've suggested this...
**4 hours Later**
I have now tested several ways of using & activating the Marines with +USESPECIAL and have managed to get some results, added full details into the Submission's CAPTIVES section, with some links to ZDoom Wiki for references. File is now updated with Marines that can be freed by Player, but I suggest users read the CAPTIVES section...
Thank you for your help & feedback
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