Coop Marines v1.66 - 11/11/09

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Re: "Coop-Bots" Update 13.11.07 10:33 pm

Postby unknownna » Tue Nov 13, 2007 3:40 pm

New update. Rewrote most of the marines behaviour in battle. They now try to dodge projectiles etc. No running into death. They also back off more properly. Check it out. Phew... I'm tired. :blergh:
Joined: 06 Oct 2007

Re: "Coop-Bots" Update 14.11.07 10:34 am

Postby unknownna » Wed Nov 14, 2007 3:50 am

New update. They now have a bigger unpredictability factor to them, which makes them seem less like a script running. This doesn't make them dumber, quite the opposite. Check it out will you? :mrgreen:
Joined: 06 Oct 2007

Re: "Coop-Bots" Update 14.11.07 10:34 am

Postby Matt » Wed Nov 14, 2007 4:15 am

The new version doesn't seem to follow the player quite as well... it gets stuck in quite a few places.

A bit too much like the real bots for my liking. :P
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Re: "Coop-Bots" Update 17.11.07 1:40 am

Postby unknownna » Fri Nov 16, 2007 6:47 pm

Big update. Rewrote alot of the decorate. PITA! :evil:
Previous version was very buggy and I realized that I had done some errors to the classic weapon bots.

Now they animate properly and recoil like you (fire rate). I also made them give the illusion of strafing in battle by randomizing the "ThrustThing" action specials.
Last edited by unknownna on Sun Mar 16, 2008 5:18 pm, edited 1 time in total.
Joined: 06 Oct 2007

Re: "Coop-Bots" Update 17.11.07 3:33 pm

Postby unknownna » Sat Nov 17, 2007 8:40 am

Minor fix. Shotgun marines animations and fire rate to replicate the player 100%. Forgot to patch them up like the others in the previous version.
Joined: 06 Oct 2007

Re: "Coop-Bots" Update 18.11.07 3:37 pm

Postby unknownna » Sun Nov 18, 2007 8:45 am

Minor fix. Chaingun marines.

Made the non-rocket marines back-off less before firing. Shotgun marines benefit from this.

I'm sorry if you get annoyed by updates. I'm just trying to make the mod better for you.
Joined: 06 Oct 2007

Re: "Coop-Bots" Update 19.11.07 12:14 pm

Postby unknownna » Mon Nov 19, 2007 5:19 am

from page 1:

19.11.07 12:14 pm
Made the "bots" strafe a bit faster. Also put A_SpidRefire before A_Jump in the missile states. This makes them stop firing if the target is out of their vision instead of relying on the randomness factor to stop firing. Rocket Launcher marines benefit greatly from this.
Joined: 06 Oct 2007

Re: "Coop-Bots" Update 01.12.07 9:43 pm

Postby unknownna » Sat Dec 01, 2007 2:51 pm

("damagefactor" is an unknown actor property!)
This is just due to the fact that you haven't got GZDoom or the internal testing build (SVN).

Anyway. New update. Check it out. Lots of small tweaks and improvements. Some new feedback would be cool and appreciated alot. 8-)
Joined: 06 Oct 2007

Re: "Coop-Bots" Update 09.12.07 4:17 am

Postby unknownna » Sat Dec 08, 2007 9:27 pm

Was just messing around the other day. I was chasing myself all around using the chase command. It seemed to me that I hadn't replicated the player animations when using the railgun as good as it could be. I rewrote the railgun "bot's" animations which was a bit PITA...

Zdoom (and Skulltag):
Also, the bots would not react to damage sometimes due to my human error by allowing them to keep firing in the pain state. Fixed.

Suggestions, tips etc are welcome to make these bastards better and better. Cheers. (_)3
Joined: 06 Oct 2007

Re: "Coop-Bots" Update 17.01.08

Postby unknownna » Wed Jan 16, 2008 10:20 pm

New update. For those of you who tried out the previous version. Did you notice how choppy some of the marines were when firing? Example, the chaingun and plasma marine. They would go insane, but now I've made them and all the other ones smoother. hehe. And they even aim better as well! :)

Check it out and come back with some feedback if you can. 8-)
Joined: 06 Oct 2007

Re: "Coop-Bots" Update 17.01.08

Postby Tenement Funster » Wed Jan 16, 2008 10:55 pm

I thought this project died, good to see some work going on in here!

("damagefactor" is an unknown actor property!)
This is just due to the fact that you haven't got GZDoom or the internal testing build (SVN).

I get this error when trying these bots with Skulltag. D:

Would it be possible to make it so the bots follow the player more closely? Something like... when they aren't targetting an enemy, they will follow the player and not dash around erraticly. I have a lot of trouble leading them to places
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Re: "Coop-Bots" Update 17/Jan/08

Postby unknownna » Thu Jan 17, 2008 3:23 pm

New update. I can now guarantee that they will never aim like drunktards anymore.

They do follow you like any normal friendly monster, but it's rather hard for them due to the player speed they've got.
Joined: 06 Oct 2007

Re: "Coop-Bots" Update 26/Jan/08 2:30 pm

Postby unknownna » Sat Jan 26, 2008 7:35 am

26.01.08 2:30 pm
Made the "bots" more aggressive. The "explosion-radius" marines are even more cautious.

Now, if we only could make them follow you better. :P
Joined: 06 Oct 2007

Re: "Coop-Bots" Update 27/Jan/08 11:12 am

Postby unknownna » Sun Jan 27, 2008 4:21 am

27.01.08 11:12 am
Made the bots follow you alot better. :) They don't hump the walls as much as they previously did. :lol:

28.01.08 5:14 pm
Even lesser wall humping!
Joined: 06 Oct 2007

Re: "Coop-Bots" Update 28/Jan/08 4:53 pm

Postby Redboy » Wed Jan 30, 2008 10:15 am


Thank you thank you thank you.

I'm surprised Coop Bots follow me very well in first map 01 - Much better than dumb dumb from Zcajun :twisted:

I use 2 Coop Bots and 1 Zcajun to stirring up :D

Thank you once again you rock unknownna :cheers:

Sorry I need to ask you can you make them stop itself for a while then go again. Like stop when I stop move etc etc

Also can you make more improve bots for follow player that all I care.

unknownna you are the BEST

KEEP GOOD WORK !!!!!!!!!!!!!
Joined: 18 Jan 2008


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