I should have posted the states in the beginning to illustrate my point, my bad. Here is the comparison: ScriptedMarine: Missile.Shotgun: PLAY E 3 A_M_CheckAttack PLAY F 7 Bright A_M_FireShotgun Goto See Missile.SSG: PLAY E 3 A_M_CheckAttack PLAY F 7 Bright A_M_FireShotgun2 Goto See ShotgunGuy ...
The amount of tics was a suggestion. The point is that there should be a delay so that it's like the player's shotgun, or at least the shotgun guy's ROF. And no, it doesn't match up with the Shotgun guy's ROF.
The Shotgun marine fires a little too fast for using a pump action shotgun. I suggest a delay of 20 tics at the end of the shotgun fire state, as well as a delay of 40 tics for the SSG marine.
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.
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 ...
I usually don't have a problem with regnerating health, except when the health is not displayed. I take health into account when I'm in a situation where time is constricted and there are enemies around me. The amount of health is part of the reason of what path that I take, as well as which enemies ...
This is a trivial bug, but friendlies with A_Look will awaken no matter where the player is if the player does not have the friendly flag, while A_LookEx makes them act like a normal monster (will only awaken if they hear or see the player). Not really a big deal, only for those special occasions ...
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 ...
I'm bumping this because I think this is a feature that is definitely needed. Having Marines accidently mow down other Marines then mowing them down again isn't going to work for me. And A_JumpIfTargetLOS/A_JumpIfInTargetLOS isn't working for me. I've noticed that they do avoid shooting each other ...
I don't really have an image macro of a sledgehammer killing a fly, so the mental image would have to suffice. That's definitely doable, but it's a huge effort to implement mod-side what would work best as a user option. That and it would nullify total item counts completely (i.e. on the ...
Sorry to bump but, a way to do this would be to set the monster with the -COUNTKILL flag, set their health higher than normal (so if it's normally 100, set it to 200 or higher), set their WoundHealth property to 100 and put in the Wound state to add the +COUNTKILL flag and add DamageThing to a high ...
I has not meant to have ownership over the playable monsters idea. So it's okay. I abandoned mine anyway because my slade is bugged. Glad to see someone work with a new one! :D I liked how you made the strafing speed 0, it feels much like you're a monster rather than a trained, horrific, ugly ...