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[SUBMISSION]: Allied Marines

  • MagicWazard
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7 years 10 months ago #61 by MagicWazard
Replied by MagicWazard on topic [SUBMISSION]: Allied Marines
So, is this pretty much "finished" for now?

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  • DBJ87
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7 years 10 months ago - 7 years 8 months ago #62 by DBJ87
Replied by DBJ87 on topic [SUBMISSION]: Allied Marines

MagicWazard wrote: So, is this pretty much "finished" for now?


Yes, it's finished.
Last edit: 7 years 8 months ago by DBJ87. Reason: Confirmation on Submission's Status

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7 years 7 months ago #63 by MagicWazard
Replied by MagicWazard on topic [SUBMISSION]: Allied Marines
So, is everybody else OK with this as it stands currently?

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7 years 7 months ago #64 by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION]: Allied Marines
I'm fine with it as long as it's bug-free.

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7 years 7 months ago #65 by Dreadopp
Replied by Dreadopp on topic [SUBMISSION]: Allied Marines
I noticed that the sniper ally has a few repeated frames in the XDeath state (looks like P and Q).

While I was testing again, I swear one of them played the XDeath state and then disappeared, but I'm not sure which one it was because I spawned all of them in the same room. There are some that use "stop" in the XDeath state while others don't. Not 100% sure if that causes any bugs though.

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7 years 7 months ago - 7 years 7 months ago #66 by DBJ87
Replied by DBJ87 on topic [SUBMISSION]: Allied Marines

Blue Shadow wrote: I'm fine with it as long as it's bug-free.


The only thing might see to be considered some a bug would be from the captured marines when activated, if you stay too close after activating them they'll just disappear. This is because I've set their spawned (freed) Marine to not Telefrag anything under it (to stop the Player from being crushed), so if you put them in a tight space or too closely together they'll just disappear instead of spawning a Marine.

But I think it's better that happen rather than have them kill you, anything beneath them or spawn in between walls, wonder around nowhere, like Lost Souls sometimes do. if you kill the Pain Elementals in cramped spaces. It's explained on the description of this forum post & in a bit more detail on the file, but here's the code from the decorate explaining why they disappear.
Code:
ACTOR CaptiveAlly : SwitchableDecoration 11462 { //$Category Monsters //$Title Captive Ally Marine //$Sprite BDOMA0 Radius 16 Height 40 Health 100 Mass 9001 PAINSOUND "Ally/Pain" DEATHSOUND "Ally/Death" DropItem "Stimpack" DropItem "Stimpack" +SOLID +SHOOTABLE +USESPECIAL //Please read CAPTIVES for more info on setting Captives up +FLOORCLIP States { Spawn: BDOM A 6 Loop Pain: BDOM A 6 A_Pain Death: TNT1 A 0 A_GiveInventory("SpawnerAlly",1) TNT1 A 0 A_Fall BDOM B 6 A_Scream BDOM CD 6 BDOM E -1 Goto Inactive Active: TNT1 A 0 A_JumpIfInventory("SpawnerAlly",1,"Inactive") TNT1 A 0 A_ChangeFlag("Solid",0) CPTV F 10 Goto Freedom Inactive: BDOM E -1 Stop Freedom: TNT1 A 0 A_GiveInventory("SpawnerAlly",1) CPTV F 20 A_Jump(256,"Freedom1","Freedom2","Freedom3","Freedom4","Freedom5","Freedom6","Freedom7","Freedom8","Freedom9") Freedom1: TNT1 A 0 A_SpawnItemEX("MarineAllyFist",0,0,16) Stop Freedom2: TNT1 A 0 A_SpawnItemEX("MarineAllyPistol",0,0,16) Stop Freedom3: TNT1 A 0 A_SpawnItemEX("MarineAllyMG",0,0,16) Stop Freedom4: TNT1 A 0 A_SpawnItemEX("MarineAllyCG",0,0,16) Stop Freedom5: TNT1 A 0 A_SpawnItemEX("MarineAllySG",0,0,16) Stop Freedom6: TNT1 A 0 A_SpawnItemEX("MarineAllyMinigun",0,0,16) Stop Freedom7: TNT1 A 0 A_SpawnItemEX("MarineAllyChainsaw",0,0,16) Stop Freedom8: TNT1 A 0 A_SpawnItemEX("MarineAllyPlasma",0,0,16) Stop Freedom9: TNT1 A 0 A_SpawnItemEX("MarineAllySSG",0,0,16) Stop } } Actor SpawnerAlly : Inventory { Inventory.MaxAmount 1 } //Given after Activation or on Death so you can't activate a dead Captive Marine

You can backpedal or strafe out of the way (walking or running) of the freed Marine fast enough to let them jump in to help, but if the delay between freedom & joining is too short I'll increase it.
Last edit: 7 years 7 months ago by DBJ87.

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7 years 7 months ago - 7 years 7 months ago #67 by DBJ87
Replied by DBJ87 on topic [SUBMISSION]: Allied Marines

Dreadopp wrote: I noticed that the sniper ally has a few repeated frames in the XDeath state (looks like P and Q).

While I was testing again, I swear one of them played the XDeath state and then disappeared, but I'm not sure which one it was because I spawned all of them in the same room. There are some that use "stop" in the XDeath state while others don't. Not 100% sure if that causes any bugs though.


I'll take a look at the Sniper Marine's decorate, I've not seen this happen before.

[Edit]
I found the error. PQ were put into the Decorate Twice.
Code:
XDeath: AL17 O 5 AL17 P 5 A_XScream AL17 Q 5 A_NoBlocking AL17 PQRSTUVW 5 AL17 X -1 Stop } }

[Edit]
I've uploaded the fix. Bug Fix on Ally 17's XDeath. Thank you for pointing that out. :)
Last edit: 7 years 7 months ago by DBJ87.

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  • Blue Shadow
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7 years 7 months ago #68 by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION]: Allied Marines

DBJ87 wrote: The only thing might see to be considered some a bug would be from the captured marines when activated...

Set the radius of the captive marine actor to match (or slightly exceedes) that of the actual marine actors.

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7 years 7 months ago - 7 years 7 months ago #69 by DBJ87
Replied by DBJ87 on topic [SUBMISSION]: Allied Marines

Blue Shadow wrote:

DBJ87 wrote: The only thing might see to be considered some a bug would be from the captured marines when activated...

Set the radius of the captive marine actor to match (or slightly exceeds) that of the actual marine actors.


Thank you, I've set the Activation Radius for Captive Marines from Default (20) to 40 (tested at 32, 48 & 56). I'd recommend 32 or 40 (40 is most balanced though) but if users want easier activation anything up to 56 is as high as I'd suggest they go. :)

Height is also set to 56 (same as a standing Marine) simply to help make setting everything up more simpler, it doesn't change the spawned Ally's height etc.

The player has less chance of losing the marines when activated & the increased radius makes spacing them out (when adding them) a lot simpler to manage.
Last edit: 7 years 7 months ago by DBJ87.

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7 years 7 months ago #70 by Dreadopp
Replied by Dreadopp on topic [SUBMISSION]: Allied Marines
Thanks for the updates. I did some more testing on this today and it seems pretty good now. I found that the BFG 9000 marine is the one that disappears when he enters his XDeath state.

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