Coop Marines v1.66 - 11/11/09

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Re: "Coop-Bots" Friendly decorate actors

Postby Captain Ventris » Fri Jun 13, 2008 1:38 pm

Zippy wrote:But if you really must be an ass:


I've known him for quite a while on a different forum. He must.
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Re: "coop marines" friendly decorate actors

Postby Redboy » Mon Jun 16, 2008 3:03 am

unknownna wrote:New update guys. :geek:

-Added new fist, berserk and chainsaw actors.
Fist = F
Berserk = B
ChainSaw = CS

summon gmb, imcs, rmf etc.

-Made the actors have a 50% chance of strafing left or right at first before alternating by randomness. They used to begin
with strafing left, then alternate. Now it's either left or right, then alternate.


You Rule

:cheers:
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Re: "coop marines" friendly decorate actors

Postby unknownna » Sat Jun 21, 2008 4:14 pm

Hehe, thanks Redboy. I'm glad you like it. :)

New update.

-Finally, you can't hurt the marines with your fist or chainsaw.
-Marines strafe run when chasing or backing off (approximately SR40 I think).
-More speed adjustments.
-Given fist, berserk and chainsaw marines the right damage (damage*random(1, 10)).
-Player can push marines if they're still causing them to move and animate. +PUSHABLE flag with momentum checks.
Thanks for the help, HotWax
-If running around for a long time with nothing to do, they get "bored" and stop.
Last edited by unknownna on Sat Jun 21, 2008 5:15 pm, edited 1 time in total.
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Re: "coop marines" friendly decorate actors

Postby Project Dark Fox » Sat Jun 21, 2008 5:03 pm

They're starting to feel (much) more like bots than monsters. The amount of work you've put into these guys is very impressive. Sure there's still some navigational problems, but they really can't be helped a whole lot, now can they? ;)
What's your policy on permissions? I could actually see this as being exceedingly useful.
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Re: "coop marines" friendly decorate actors

Postby unknownna » Sun Jun 22, 2008 8:06 am

Project Dark Fox wrote:They're starting to feel (much) more like bots than monsters. The amount of work you've put into these guys is very impressive.


Thanks. :wink:

Project Dark Fox wrote:Sure there's still some navigational problems, but they really can't be helped a whole lot, now can they?


Well, the navigation is probally their weakest part seeing that they're using the monster AI. There's also the fact that they can't open up all doors, trigger lifts, push most of switches, etc.
And even if I put -ACTIVATEMCROSS and -ISMONSTER flags, they can still be teleported by monster teleports
(for an example E4M1).
ACS is the way to go for the next level, but I'm not experienced at all in that area. Heck, I don't even know how to use LOADACS properly. :P

Project Dark Fox wrote:What's your policy on permissions? I could actually see this as being exceedingly useful.


As for permissions, It depends on what you want really. You may use these actors/decorate behaviour in your maps for whatever you want as long as you don't claim the code to be yours and state that you've borrowed code from here. :geek:
It's meant to be used as a substitute for coop bots or placed in maps as more player-like actors.
Just don't release a rip off/update just for the heck of it.
I'd rather appreciate help and tips from you guys to improve this mod so that this will be more like a resource mappers, etc. can borrow from.
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Re: "coop marines" friendly decorate actors

Postby Project Dark Fox » Sun Jun 22, 2008 10:03 am

My plan was to use something like this for smarter friendly combat AI -- or even some bosses -- in the "little" mod I'm producing now. However so that the player doesn't lose track of the friendly I'd likely slow them down by half. I of course would give credit and a half for something like this, because (like I said) you poured a lot of effort into it.
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Re: "coop marines" friendly decorate actors

Postby Doom Connector » Sun Jun 29, 2008 12:55 pm

Now all we need is Doom 3 Styled Tinman's Squad and then this thing would be the best coop bots ever. Giving this marines commands to "Follow", "Free", "Attack", or "Hold" as commands positions would be perfect.
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Re: "coop marines" friendly decorate actors

Postby unknownna » Thu Aug 14, 2008 10:23 pm

New one. I might get "flamed" by this bump, but for those few interested, here it goes.

In terms of behaviour, not much has been changed at all. Made the rapid-fire marines a bit less target sensitive.
Ex: If a plasma marine fires and looses target for a sec (wall, obstacle, etc.), it might keep firing for some time before terminating attack.
I also made them start running around if there's no player in sight.
Also returned the "no player in sight after a while" thing.
Marines also respawn.

And again, I'm sorry for annoying the ones not interested by these bumps.
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Re: "coop marines" friendly decorate actors

Postby Unknown_Assassin » Thu Aug 14, 2008 10:53 pm

You won't get flamed. Why would you get flamed by just letting the community know that you made updates (it's not the worst WAD after all)?
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Re: "coop marines" friendly decorate actors

Postby Project Dark Fox » Fri Aug 15, 2008 4:24 pm

It's one of the more recent innovations I've seen in quite some time, in fact.
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Re: "coop marines" friendly decorate actors

Postby BouncyTEM » Fri Aug 15, 2008 4:59 pm

Heh...
a long time ago I was making a Marine Resource Wad for a slightly similar purpose.
ended up canceling it for other projects but I still have the wad if you're curious.

Just keep this in mind;

it was made around the 2.0.93-96x days since friendly monsters was a new thing. due to this it might require code modification to work properly but, far as I can recall, it shouldn't *need* it.
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Re: "Coop-Bots" Friendly decorate actors

Postby Redboy » Mon Aug 18, 2008 11:31 am

Oi Bungholio - I want question about HeXen Cleric "C4" I released them 5 cleric and got badly half freeze or massive slow down fps. Unplayable. What the cause ? Mage had bit half freeze if too many Mage "M4" Fighter "F4" is fine can cope many figter as 30+ :lol:

Many times Zdoom crash when I use many C4 or ClericBoss. I think Zdoom fault ? Zdoom can handle many over 200+ monsters but Cleric Boss with more than 5 to crash :evil:
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Re: "coop marines" friendly decorate actors

Postby Redboy » Mon Aug 18, 2008 7:32 pm

HeXen CoopBots Cleric "C4" has fire faster with many more Wraithverge than ClericBoss ? Thus cause to massive slow down in my PC
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Re: "coop marines" marine resource pack

Postby unknownna » Tue Aug 19, 2008 8:08 pm

Thanks for the nice comments. I fixed the berserk decorate in a new version posted. It's nothing serious. Nothing has been changed to the marines.
You can just replace the berserk decorate in "newdoompickups.txt" with this one instead of downloading a new version.
Spoiler:

Also, two more questions. Why doesn't the fist puff make any noise in ZDoom, but in Skulltag? I develop this on Skulltag and backport to ZDoom (removing skulltag exclusive stuff). Sometimes I don't notice these things, but I did notice this one.

And what does +CANUSEWALLS flag do? By the description of it, It doesn't seem to work. The marines can't activate lifts or any unlocked door. Funny thing is, they have no MONSTER flag set and can still use monster teleporters.
-ACTIVATEMCROSS doesn't even help. But +ACTIVATEMCROSS allows them to activate lifts and more doors.

This coupled with the fact that they've inherited flags and properties from the DoomPlayer him/her/itself?
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Re: "coop marines" marine resource pack

Postby demonoftorment » Mon Sep 08, 2008 6:51 am

I love it! It is simply awesome!! :D
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