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[SUBMISSION]: Allied Marines

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7 years 10 months ago #51 by DBJ87
Replied by DBJ87 on topic [SUBMISSION]: Allied Marines

yuraofthehairfan wrote: Sweet can't wait for this to get in XD 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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7 years 10 months ago - 7 years 10 months ago #52 by yuraofthehairfan
Replied by yuraofthehairfan on topic [SUBMISSION]: Allied Marines
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
Last edit: 7 years 10 months ago by yuraofthehairfan.

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7 years 10 months ago - 7 years 10 months ago #53 by DBJ87
Replied by DBJ87 on topic [SUBMISSION]: Allied Marines

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.
Last edit: 7 years 10 months ago by DBJ87.

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7 years 10 months ago - 7 years 10 months ago #54 by yuraofthehairfan
Replied by yuraofthehairfan on topic [SUBMISSION]: Allied Marines
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!
Last edit: 7 years 10 months ago by yuraofthehairfan.

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7 years 10 months ago #55 by DBJ87
Replied by DBJ87 on topic [SUBMISSION]: Allied Marines

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!


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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7 years 10 months ago - 7 years 10 months ago #56 by DBJ87
Replied by DBJ87 on topic [SUBMISSION]: Allied Marines

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 :D 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 :)
Last edit: 7 years 10 months ago by DBJ87.

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7 years 10 months ago #57 by yuraofthehairfan
Replied by yuraofthehairfan on topic [SUBMISSION]: Allied Marines
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

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7 years 10 months ago #58 by DBJ87
Replied by DBJ87 on topic [SUBMISSION]: Allied Marines

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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7 years 10 months ago #59 by MagicWazard
Replied by MagicWazard on topic [SUBMISSION]: Allied Marines
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.

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7 years 10 months ago - 7 years 10 months ago #60 by DBJ87
Replied by DBJ87 on topic [SUBMISSION]: Allied Marines

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 :)
Last edit: 7 years 10 months ago by DBJ87.

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