[r3813] Scripted marines issues

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Expand view Topic review: [r3813] Scripted marines issues

Re: [r3813] Scripted marines issues

by mi123645 » Fri Jan 11, 2013 8:00 pm

In that case, I apologize and take back the bug report about the chaingunner. The shotgun fixes are still needed though so I'll start a new bug thread.

Re: [r3813] Scripted marines issues

by Xaser » Fri Jan 11, 2013 7:51 pm

But they are meant to simulate a player; the idea is to have their attacks be identical for use in cutscenes and whatnot. Also keep in mind you're posting this in a closed bug thread where the fix was to tweak the animations to be closer to that of the player.

Re: [r3813] Scripted marines issues

by mi123645 » Fri Jan 11, 2013 7:18 pm

Project Dark Fox wrote:
mi123645 wrote:Since we are on this subject, I've found a few other things related to ScriptedMarine:

MarineChaingun: In both of the fire sprites, it should be EF, not FF (the sprite looks like its stuck otherwise).
Ever seen someone fire a chaingun in Multiplayer? This is normal.
I am aware of this, but it looks better and should be fine for something that isn't meant to replace the player. If it was meant to simulate a player, then that would be different.

Re: [r3813] Scripted marines issues

by Project Shadowcat » Fri Jan 11, 2013 6:13 pm

mi123645 wrote:Since we are on this subject, I've found a few other things related to ScriptedMarine:

MarineChaingun: In both of the fire sprites, it should be EF, not FF (the sprite looks like its stuck otherwise).
Ever seen someone fire a chaingun in Multiplayer? This is normal.

Re: [r3813] Scripted marines issues

by mi123645 » Fri Jan 11, 2013 4:30 pm

Since we are on this subject, I've found a few other things related to ScriptedMarine:

MarineChaingun: In both of the fire sprites, it should be EF, not FF (the sprite looks like its stuck otherwise).
MarineShotgun: There should be a delay at the end of it's Missile state. Otherwise it doesn't take account for the "pumping" part of the shotgun. A delay of 20 tics seems right.
MarineSSG: Same as above, but with 40 tics.

Re: [r3813] Scripted marines issues

by randi » Sat Jan 05, 2013 10:35 pm

Fixes in r4020, r4021, and r4022. And since I noticed it, r4023.
Blue Shadow wrote:So, inheriting from the the fist marine is necessary here?
It's not necessary, but neither is there any reason not to do so. Since the berserk is just another type of fist attack, this is documented by making it inherit from MarineFist.

Re: [r3813] Scripted marines issues

by Blue Shadow » Tue Aug 14, 2012 9:51 am

Graf Zahl wrote:The Berserk marine only has one difference to the normal Fist Marine which is the attack strength.
So, inheriting from the the fist marine is necessary here?
Nightfall wrote:However, if the rocket marine tries to melee the player and the player goes out of reach (within sight though), the marine remains standing there and trying to melee the player.
TBH, that's the main reason I made this bug report. But I thought while I'm at it, I may as well include the other issues.

What's the best approach here for the rocket marine? A range check, or something behaviorly similar to a [wiki=A_CustomComboAttack]combo attack[/wiki]?

Re: [r3813] Scripted marines issues

by Nightfall » Tue Aug 14, 2012 5:59 am

Graf Zahl wrote:
Blue Shadow wrote:
  • MarineRocket - Can do a melee attack (because it's unintentionally, I believe, inheriting from the MarineFist class).
For the Rocket marine, take away the melee attack and watch it blow itself to pieces. Not so good...
However, if the rocket marine tries to melee the player and the player goes out of reach (within sight though), the marine remains standing there and trying to melee the player.

Re: [r3813] Scripted marines issues

by Graf Zahl » Tue Aug 14, 2012 4:53 am

Blue Shadow wrote:While doing some unnecessary :p maintainance in the wiki (updating actor classes decorate code), I found a few minor issues with the following [wiki=Classes:ScriptedMarine]scripted marine[/wiki] classes:
  • MarineBerserk - (Same as above). Plus, though it's not an issue here, this class inherits from the MarineFist for some reason instead of directly inheriting from the parent ScriptedMarine class.
  • MarineRocket - Can do a melee attack (because it's unintentionally, I believe, inheriting from the MarineFist class).

Not bugs. The Berserk marine only has one difference to the normal Fist Marine which is the attack strength.
For the Rocket marine, take away the melee attack and watch it blow itself to pieces. Not so good...

[r3813] Scripted marines issues

by Blue Shadow » Mon Aug 13, 2012 9:57 pm

While doing some unnecessary :p maintainance in the wiki (updating actor classes decorate code), I found a few minor issues with the following [wiki=Classes:ScriptedMarine]scripted marine[/wiki] classes:
  • MarineFist - There is a muzzleflash frame (PLAYF0) in its attack sequence.
  • MarineBerserk - (Same as above). Plus, though it's not an issue here, this class inherits from the MarineFist for some reason instead of directly inheriting from the parent ScriptedMarine class.
  • MarineChainsaw - (Same as the MarineFist issue)
  • MarineRocket - Can do a melee attack (because it's unintentionally, I believe, inheriting from the MarineFist class).
  • MarineRailgun - Misses the Bright keyword on the muzzleflash frame in its attack sequence.
  • MarineBFG - (Same as above)

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