[SUBMISSION]: Allied Marines
- MagicWazard
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- DBJ87
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- Wicked
- Posts: 228
MagicWazard wrote: So, is this pretty much "finished" for now?
Yes, it's finished.
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- MagicWazard
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- Blue Shadow
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- Dreadopp
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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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- DBJ87
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- Wicked
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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.
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.
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- DBJ87
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- Wicked
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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.
[Edit]
I've uploaded the fix. Bug Fix on Ally 17's XDeath. Thank you for pointing that out.
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- Blue Shadow
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Set the radius of the captive marine actor to match (or slightly exceedes) that of the actual marine actors.DBJ87 wrote: The only thing might see to be considered some a bug would be from the captured marines when activated...
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- DBJ87
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- Wicked
- Posts: 228
Blue Shadow wrote:
Set the radius of the captive marine actor to match (or slightly exceeds) that of the actual marine actors.DBJ87 wrote: The only thing might see to be considered some a bug would be from the captured marines when activated...
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.
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- Dreadopp
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