ZScripted Marines v0.1

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Minigunner
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Joined: Mon Dec 28, 2009 5:13 pm

ZScripted Marines v0.1

Post by Minigunner »

I'll throw the link first as I don't have much to say.
This is my first attempt at ZScript; a more advanced movement formula for scripted marines that closely resembles player movement. Currently, marines will move in the direction of their target, and if they are blocked by an obstacle, they will turn a proper direction to move out of it. Also, when out of targets, they will go into a wander state (for now, until I iron out some serious issues and figure out a better wander routine). In the pk3 is an outline of "AI" routines for each function to be called by the marines, detailing what checks are performed and how the marine moves. This is in-progress, so not all outlined checks have been implemented yet, and there may be even more checks to ensure the most optimal movement and combat decisions.

For easier demonstration, here is a wad that will convert additional weapon pickups into marine summons, and here's a wad for CTF maps that spawns marines into 2 teams that fight each other (inspired by XutaWoo's Overlord mod for Zandronum). In case you're wondering, CTF maps will function as normal maps in GZDoom, granted 1) the resources are available, and 2) there is a player 1 start, which is usually kept in CTF maps for testing.
Spoiler: Also Obligatory Screenshot
Last edited by Minigunner on Mon Mar 27, 2017 12:20 am, edited 3 times in total.
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Machine-Reaper
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Re: ZScripted Marines

Post by Machine-Reaper »

We all know that almost everything in Doom doesn't have Eyes or Ears, they just can see and hear everything tho...
C-O-O-P-E-R
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Re: ZScripted Marines

Post by C-O-O-P-E-R »

What command should be used to call them?
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Minigunner
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Re: ZScripted Marines

Post by Minigunner »

I have a test wad, but I'll work on that a little more until it's ready for upload. Until then, "summon[friend] scriptedmarine"* will do.

*Or any of the child classes with weapons, which the ccmd "dumpclasses scriptedmarine" will show.
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Nash
 
 
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Re: ZScripted Marines

Post by Nash »

summonfriend
Ahh this is why they kept shooting at me. I used "summon" and I thought the code was broken, haha.
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kadu522
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Re: ZScripted Marines

Post by kadu522 »

Question!

Did you do this based of Brutal doom marines? and do they do friendly fire?,i really dont like that
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Kinsie
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Re: ZScripted Marines

Post by Kinsie »

kadu522 wrote:Question!

Did you do this based of Brutal doom marines? and do they do friendly fire?,i really dont like that
Did you actually play the mod before asking this?
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Re: ZScripted Marines

Post by kadu522 »

no thats why i asked about friendly fire.
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Kinsie
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Re: ZScripted Marines

Post by Kinsie »

kadu522 wrote:no thats why i asked about friendly fire.
Maybe you should actually play it? That way your questions will be answered for you.
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Minigunner
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Re: ZScripted Marines

Post by Minigunner »

This has nothing to do with Brutal Doom, and Brutal Doom isn't the only mod to have improved marines.

As for friendly fire, it sadly still is there. However, the collision avoidance code also takes account for objects (with the exception of the target), so as a result, marines will turn away from them, which comes with the side effect of reducing the chance of friendly fire... sorta. I will include a proper line-of-fire check for every missile attack, in order to minimize friendly fire and the occasional rocket suicide. BFG rays will probably still damage, though.
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Re: ZScripted Marines

Post by kadu522 »

That is actualy a really swart way of doing it,good job.

and kinsie is right i,should have played the wad first since it is so small. i was kinda lazy that day LOL.

Edit:Also miniguner you should put up a video of your mod later,since a screan shot doesen't give it justice.
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meatman12
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Re: ZScripted Marines v0.1

Post by meatman12 »

While I was pushing a (friendly) marine, it shot at something right before the game crashed. Here's the log.

Code: Select all

Code: C0000005 (Access Violation - tried to read address 00000000000003C8)
Address: 00007FF628ADA17B
Flags: 00000000

Windows NT 10.0 Build 14393 

GS=002b  FS=0053  ES=002b  DS=002b
RAX=00000000000003c8  RBX=0000006724b8f1c0  RCX=00007ff6295a8550
RDX=0000006724b8f1c0  RSI=00007ff6295a8550  RDI=0000006724b8f1c0
RBP=00000000000000e4   R8=00000000000009f4   R9=00000000000000e4
R10=00000000000009f4  R11=0000000000000000  R12=0000000000000000
R13=00007ff628e2c1c8  R14=0000000000000000  R15=0000000000000000
RIP=00007ff628ada17b  RSP=0000006724b8f090
CS=0033  SS=002b  EFlags=00010202
 CF- PF- AF- ZF- SF- TF- IF+ DF- OF- NT- RF+ VM- AC- VI- VP-
MM0=0000000000000000
MM1=0000000000000000
MM2=0000000000000000
MM3=0000000000000000
MM4=0000000000000000
MM5=0000000000000000
MM6=0000000000000000
MM7=0000000000000000
XMM0=00000000000000000000000000000000
XMM1=00000000000000000000000000000000
XMM2=0000000000000000000000003f800000
XMM3=00000000000000000000000000000000
XMM4=00000000000000000000000000000000
XMM5=00000000000000000000000000000000
XMM6=000000000000000000000000437f0000
XMM7=00000000000000000000000000000000
XMM8=0000000000000000000000003f800000
XMM9=00000000000000000000000000000000
XMM10=00000000000000000000000000000000
XMM11=00000000000000000000000000000000
XMM12=00000000000000000000000000000000
XMM13=00000000000000000000000000000000
XMM14=00000000000000000000000000000000
XMM15=00000000000000000000000000000000

Running threads:
00002a08 at 00007FF628ADA17B*
0000103c
00001c50
000015b0
000024dc
000028c0
000021e0
000024fc
00001ac4
00001794
00002a0c

Loaded modules:
00007FF628820000 - 00007FF629AE0FFF *qzdoom.exe
00007FFAA4540000 - 00007FFAA4710FFF  ntdll.dll
00007FFAA2A30000 - 00007FFAA2ADAFFF  KERNEL32.DLL
00007FFAA1760000 - 00007FFAA197CFFF  KERNELBASE.dll
00007FFAA1B40000 - 00007FFAA1CA4FFF  USER32.dll
00007FFAA1640000 - 00007FFAA165DFFF  win32u.dll
00007FFAA2270000 - 00007FFAA22A3FFF  GDI32.dll
00007FFAA11C0000 - 00007FFAA1341FFF  gdi32full.dll
00007FFAA2AE0000 - 00007FFAA3FE8FFF  SHELL32.dll
00007FFAA4420000 - 00007FFAA44BDFFF  msvcrt.dll
00007FFAA1170000 - 00007FFAA11B1FFF  cfgmgr32.dll
00007FFAA0A30000 - 00007FFAA1109FFF  windows.storage.dll
00007FFAA4150000 - 00007FFAA4417FFF  combase.dll
00007FFAA1660000 - 00007FFAA1754FFF  ucrtbase.dll
00007FFAA24D0000 - 00007FFAA25F0FFF  RPCRT4.dll
00007FFAA1350000 - 00007FFAA13B9FFF  bcryptPrimitives.dll
00007FFAA09E0000 - 00007FFAA0A2BFFF  powrprof.dll
00007FFAA2190000 - 00007FFAA2231FFF  advapi32.dll
00007FFAA1CC0000 - 00007FFAA1D18FFF  sechost.dll
00007FFAA1E30000 - 00007FFAA1E81FFF  shlwapi.dll
00007FFAA09A0000 - 00007FFAA09AEFFF  kernel.appcore.dll
00007FFAA1590000 - 00007FFAA1638FFF  shcore.dll
00007FFAA09C0000 - 00007FFAA09D3FFF  profapi.dll
00007FFAA4010000 - 00007FFAA4146FFF  ole32.dll
00007FFAA2410000 - 00007FFAA24CEFFF  OLEAUT32.dll
00007FFAA1A30000 - 00007FFAA1ACBFFF  msvcp_win.dll
00007FFAA1EF0000 - 00007FFAA1FE9FFF  COMDLG32.dll
00007FFA7A030000 - 00007FFA7A152FFF  OPENGL32.dll
00007FFA95B40000 - 00007FFA95DB9FFF  COMCTL32.dll
00007FFA95A70000 - 00007FFA95A78FFF  WSOCK32.dll
00007FFA9ECD0000 - 00007FFA9ECF2FFF  WINMM.dll
00007FFAA44D0000 - 00007FFAA4539FFF  WS2_32.dll
00007FFA79F30000 - 00007FFA7A026FFF  DDRAW.dll
0000017A19930000 - 0000017A1995AFFF  WINMMBASE.dll
00007FFA9C510000 - 00007FFA9C517FFF  DCIMAN32.dll
00007FFA9EEB0000 - 00007FFA9EEDCFFF  GLU32.dll
00007FFAA2240000 - 00007FFAA226DFFF  IMM32.DLL
00007FFA8A260000 - 00007FFA8A2F5FFF  riched20.dll
00007FFA9C790000 - 00007FFA9C7A8FFF  USP10.dll
00007FFA98790000 - 00007FFA987C8FFF  msls31.dll
00007FFA9F0E0000 - 00007FFA9F174FFF  uxtheme.dll
00007FFAA22B0000 - 00007FFAA2409FFF  MSCTF.dll
00007FFA9EC20000 - 00007FFA9EC45FFF  dwmapi.dll
00007FFAA1D20000 - 00007FFAA1DBEFFF  clbcatq.dll
00007FFA84FE0000 - 00007FFA85028FFF  dataexchange.dll
00007FFA9A9D0000 - 00007FFA9AC85FFF  d3d11.dll
00007FFA9E570000 - 00007FFA9E6C0FFF  dcomp.dll
00007FFA9F8C0000 - 00007FFA9F95EFFF  dxgi.dll
00007FFA9F460000 - 00007FFA9F57BFFF  twinapi.appcore.dll
00007FFAA0580000 - 00007FFAA05AAFFF  bcrypt.dll
00007FFA9EC50000 - 00007FFA9EC62FFF  wtsapi32.dll
00007FFA9FCA0000 - 00007FFA9FCF5FFF  WINSTA.dll
00007FFAA0490000 - 00007FFAA049AFFF  CRYPTBASE.DLL
00007FFAA06A0000 - 00007FFAA06CBFFF  SspiCli.dll
00007FFA6ABF0000 - 00007FFA6ADA8FFF  fmodex64.dll
00007FFA75760000 - 00007FFA7577BFFF  MSACM32.dll
00007FFA9D690000 - 00007FFA9D700FFF  MMDevApi.dll
00007FFA9DA70000 - 00007FFA9DBF4FFF  PROPSYS.dll
00007FFA9F580000 - 00007FFA9F5A7FFF  DEVOBJ.dll
00007FFA75790000 - 00007FFA757CEFFF  wdmaud.drv
00007FFA9A7F0000 - 00007FFA9A7FAFFF  AVRT.dll
00007FFA8C840000 - 00007FFA8C848FFF  ksuser.dll
00007FFA7D960000 - 00007FFA7D9F3FFF  AUDIOSES.DLL
00007FFA9CEB0000 - 00007FFA9CFE5FFF  wintypes.dll
00007FFA75780000 - 00007FFA7578CFFF  msacm32.drv
00007FFA75750000 - 00007FFA75759FFF  midimap.dll
00007FFA8EB90000 - 00007FFA8EBCFFFF  dinput8.dll
00007FFA9F880000 - 00007FFA9F88BFFF  HID.DLL
00007FFAA2600000 - 00007FFAA2A28FFF  SETUPAPI.DLL
00007FFAA1110000 - 00007FFAA1164FFF  WINTRUST.dll
00007FFAA09B0000 - 00007FFAA09BFFFF  MSASN1.dll
00007FFAA13C0000 - 00007FFAA1588FFF  CRYPT32.dll
0000000000400000 - 000000000041DFFF  xinput1_3.dll
00007FFA9C990000 - 00007FFA9C9AEFFF  atig6pxx.dll
0000000060670000 - 0000000062783FFF  atio6axx.dll
00007FFA8CDD0000 - 00007FFA8CDF2FFF  dxva2.dll
00007FFA99080000 - 00007FFA99089FFF  VERSION.dll
00007FFA8CC40000 - 00007FFA8CC72FFF  atig6txx.dll
00007FFA79140000 - 00007FFA79293FFF  atiadlxx.dll
00007FFAA1CB0000 - 00007FFAA1CB7FFF  PSAPI.DLL
00007FFAA0160000 - 00007FFAA017EFFF  USERENV.dll
00007FFAA0050000 - 00007FFAA0087FFF  IPHLPAPI.DLL
00007FFA7C760000 - 00007FFA7C7F0FFF  mscms.dll
00007FFA99240000 - 00007FFA99281FFF  icm32.dll

Bytes near RIP:
00007FF628ADA16B: 44 0f 29 44 24 30 48 8b fa 44 0f 28 c2 48 8b f1
00007FF628ADA17B: 48 8b 18 48 85 db 74 0c f6 43 20 20 74 06 4c 89
00007FF628ADA18B: 30 41 8b de f3 0f 10 3d 35 77 24 00 48 85 db 0f

Call trace:
  rip=00007FF628ADA17B  <- Here it dies.
  Function range: 00007FF628ADA140 -> 00007FF628ADA552

 FRAME 00:
  rip=00007FF628B11C8E rsp=0000006724B8F110 rbp=0000006724B8F350
  r12=0000000000000000 r13=00007FF628E2C1C8 r14=0000017A19814500
  rdi=0000017A1DBFD170 rsi=00007FF6295A8550 rbx=0000006724B8F1C0
   -> 'rbx' saved on stack at 0000006724B8F118 (=> 0000006724B8F1C0)
   -> 'rbp' saved on stack at 0000006724B8F128 (=> 0000006724B8F350)
   -> 'rsi' saved on stack at 0000006724B8F100 (=> 00007FF6295A8550)
   -> 'rdi' saved on stack at 0000006724B8F0F8 (=> 0000017A1DBFD170)
   -> 'r14' saved on stack at 0000006724B8F0F0 (=> 0000017A19814500)
  Function range: 00007FF628B11C10 -> 00007FF628B11DD4

 FRAME 01:
  rip=00007FF6289B1223 rsp=0000006724B8F160 rbp=0000006724B8F350
  r12=0000000000000000 r13=00007FF628E2C1C8 r14=0000017A19814500
  rdi=00000000017382F8 rsi=00007FF6295A8550 rbx=FFFFB42E34C5BF92
   -> 'rbx' saved on stack at 0000006724B8F160 (=> FFFFB42E34C5BF92)
   -> 'rdi' saved on stack at 0000006724B8F150 (=> 00000000017382F8)
  Function range: 00007FF6289B0EE0 -> 00007FF6289B19C0

 FRAME 02:
  rip=00007FF6289B2247 rsp=0000006724B8F200 rbp=0000006724B8F350
  r12=0000000000000000 r13=00007FF628E2C1C8 r14=0000017A19814530
  rdi=00007FF6295A86C8 rsi=00007FF6295A2050 rbx=0000000000000000
   -> 'rbx' saved on stack at 0000006724B8F200 (=> 0000000000000000)
   -> 'rbp' saved on stack at 0000006724B8F208 (=> 0000006724B8F350)
   -> 'rsi' saved on stack at 0000006724B8F210 (=> 00007FF6295A2050)
   -> 'rdi' saved on stack at 0000006724B8F218 (=> 00007FF6295A86C8)
   -> 'r12' saved on stack at 0000006724B8F1F0 (=> 0000000000000000)
   -> 'r14' saved on stack at 0000006724B8F1E8 (=> 0000017A19814530)
   -> 'r15' saved on stack at 0000006724B8F1E0 (=> 0000000000000000)
  Function range: 00007FF6289B2100 -> 00007FF6289B2276

 FRAME 03:
  rip=00007FF6289B311E rsp=0000006724B8F250 rbp=0000006724B8F350
  r12=0000000000000000 r13=00007FF628E2C1C8 r14=0000017A19814530
  rdi=0000000000000025 rsi=0000000000000005 rbx=0000000000000026
   -> 'rbx' saved on stack at 0000006724B8F258 (=> 0000000000000026)
   -> 'rsi' saved on stack at 0000006724B8F260 (=> 0000000000000005)
   -> 'rdi' saved on stack at 0000006724B8F240 (=> 0000000000000025)
  Function range: 00007FF6289B2280 -> 00007FF6289B3286

 FRAME 04:
  rip=00007FF62884E0A5 rsp=0000006724B8F750 rbp=0000000000000000
  r12=00007FF628D44F90 r13=0000000000000200 r14=00007FFAA2A30000
  rdi=0000000000000159 rsi=0000000000000000 rbx=00000000000001F0
   -> 'rbx' saved on stack at 0000006724B8F750 (=> 00000000000001F0)
   -> 'rbp' saved on stack at 0000006724B8F740 (=> 0000000000000000)
   -> 'rsi' saved on stack at 0000006724B8F758 (=> 0000000000000000)
   -> 'rdi' saved on stack at 0000006724B8F760 (=> 0000000000000159)
   -> 'r12' saved on stack at 0000006724B8F738 (=> 00007FF628D44F90)
   -> 'r13' saved on stack at 0000006724B8F730 (=> 0000000000000200)
   -> 'r14' saved on stack at 0000006724B8F728 (=> 00007FFAA2A30000)
   -> 'r15' saved on stack at 0000006724B8F720 (=> 00007FF628820000)
  Function range: 00007FF62884DA80 -> 00007FF62884E0D3
  Function range: 00007FF62884D9C3 -> 00007FF62884DA80
  Function range: 00007FF62884D94D -> 00007FF62884D9C3
  Function range: 00007FF62884D930 -> 00007FF62884D94D

 FRAME 05:
  rip=00007FF62884F6B3 rsp=0000006724B8F9E0 rbp=0000000000000000
  r12=0000000000000000 r13=0000000000000000 r14=0000000000000000
  rdi=0000000000000000 rsi=00007FF628820000 rbx=0000000000000001
   -> 'rbx' saved on stack at 0000006724B8F9E8 (=> 0000000000000001)
   -> 'rsi' saved on stack at 0000006724B8F9F0 (=> 00007FF628820000)
   -> 'rdi' saved on stack at 0000006724B8F9D0 (=> 0000000000000000)
   -> 'r12' saved on stack at 0000006724B8F9C8 (=> 0000000000000000)
   -> 'r13' saved on stack at 0000006724B8F9C0 (=> 0000000000000000)
   -> 'r14' saved on stack at 0000006724B8F9B8 (=> 0000000000000000)
   -> 'r15' saved on stack at 0000006724B8F9B0 (=> 0000000000000000)
  Function range: 00007FF62884F681 -> 00007FF62884F6FF
  Function range: 00007FF62884F60C -> 00007FF62884F681
  Function range: 00007FF62884F5E0 -> 00007FF62884F60C

 FRAME 06:
  rip=00007FF628CA9C53 rsp=0000006724B8FA30 rbp=0000000000000000
  r12=0000000000000000 r13=0000000000000000 r14=0000000000000000
  rdi=0000000000000000 rsi=0000000000000000 rbx=0000000000000001
   -> 'rsi' saved on stack at 0000006724B8FA20 (=> 0000000000000000)
  Function range: 00007FF628CA9B3C -> 00007FF628CA9CA8

 FRAME 07:
  rip=00007FFAA2A38364 rsp=0000006724B8FA70 rbp=0000000000000000
  r12=0000000000000000 r13=0000000000000000 r14=0000000000000000
  rdi=0000000000000000 rsi=0000000000000000 rbx=0000000000000000
   -> 'rbx' saved on stack at 0000006724B8FA70 (=> 0000000000000000)
   -> 'rdi' saved on stack at 0000006724B8FA60 (=> 0000000000000000)
  Function range: 00007FFAA2A38350 -> 00007FFAA2A38387

 FRAME 08:
  rip=00007FFAA45A70D1 rsp=0000006724B8FAA0 rbp=0000000000000000
  r12=0000000000000000 r13=0000000000000000 r14=0000000000000000
  rdi=0000000000000000 rsi=0000000000000000 rbx=0000000000000000
  Function range: 00007FFAA45A70B0 -> 00007FFAA45A70F8


Stack Contents:
0000006724B8F090: 000000003f800000 0000000000000000  ···?············
0000006724B8F0A0: 000000001bb30088 000000000000017a  ····z···@··j···
0000006724B8F0B0: 00000000a3b7fe56 0000000000002491  V····$···X·(···
0000006724B8F0C0: 0000000000000000 0000000000000000  ················
0000006724B8F0D0: 0000000000000000 0000000000000000  ················
0000006724B8F0E0: 00000000437f0000 0000000000000000  ··C············
0000006724B8F0F0: 0000000019814500 000000000000017a  ·E··z···p···z···
0000006724B8F100: 00000000295a8550 0000000000007ff6  P·Z)······(···
0000006724B8F110: 00000000295a8550 0000000000007ff6  P·Z)······$g···
0000006724B8F120: 0000000028e2c1c8 0000000000007ff6  ···(···P··$g···
0000006724B8F130: 0000000024b8f1c0 0000000000000067  ···$g···········
0000006724B8F140: 000000003f800000 0000000000000000  ···?············
0000006724B8F150: 00000000017382f8 0000000000000000  ··s·····#··(···
0000006724B8F160: 0000000034c5bf92 00000000ffffb42e  ···4.······4.···
0000006724B8F170: 000000000000201a 000000000000017a  · ··z·····Z)···
0000006724B8F180: 00000000295a86c8 0000000000007ff6  ··Z)···he·(···
0000006724B8F190: 0000000000000000 0000000000000000  ········P··$g···
0000006724B8F1A0: 00000000295a2050 0000000000007ff6  P Z)···········
0000006724B8F1B0: 0000000000000001 0000000000000000  ················
0000006724B8F1C0: 0000000000000000 0000000000000000  ················
0000006724B8F1D0: 000000002f398a87 0000000000002ad4  ··9/·*·····@····
0000006724B8F1E0: 0000000000000000 0000000000000000  ········0E··z···
0000006724B8F1F0: 0000000000000000 0000000000000000  ········G"·(···
0000006724B8F200: 0000000000000000 0000000000000000  ········P··$g···
0000006724B8F210: 00000000295a2050 0000000000007ff6  P Z)·····Z)···
0000006724B8F220: 00000000fffffffe 00000000ffffffff  ················
0000006724B8F230: 0000000000000000 0000000000000000  ········%·······
0000006724B8F240: 0000000000000025 0000000000000000  %········1·(···
0000006724B8F250: 000000000000059f 0000000000000000  ········&·······
0000006724B8F260: 0000000000000005 0000000000000000  ········%·······
0000006724B8F270: 0000000024b8f550 0000000000000067  P··$g···]··Rg···
0000006724B8F280: 0000000000000000 0000000000000000  ················
0000006724B8F290: 0000000028e4099c 0000000000007ff6  ···(···OcV····
0000006724B8F2A0: 0000000000000020 0000000000000009   ···········z···
0000006724B8F2B0: 000000001b3d543c 000000000000017a  <T=·z······z···
0000006724B8F2C0: 000000001b3d0150 000000000000017a  P·=·z····5>·z···
0000006724B8F2D0: 0000000028e4099c 0000000000007ff6  ···(···········
0000006724B8F2E0: 00000000fffffffe 00000000ffffffff  ···········z···
0000006724B8F2F0: 0000000000000038 0000000000000000  8···············
0000006724B8F300: 000000001b3d0aa0 000000000000017a  ··=·z·······z···
0000006724B8F310: 000000001b3d0a90 000000000000017a  ··=·z···wZW····
0000006724B8F320: 0000000000000090 0000000000000000  ············z···
0000006724B8F330: 000000000000000b 0000000000000000  ················
0000006724B8F340: 0000000000000201 0000000000000000  ················
0000006724B8F350: 0000000000000001 0000000000000000  ················
0000006724B8F360: 0000000000000050 0000000000000000  P·········t·z···
0000006724B8F370: 000000000f4e0080 0000000000000000  ··N········$g···
0000006724B8F380: 0000000000000009 0000000000000001  ········hzW····
0000006724B8F390: 000000001b3d0320 000000000000017a   ·=·z·······g···
0000006724B8F3A0: 000000000000000a 0000000000000000  ················
0000006724B8F3B0: 0000000000000001 0000000000000000  ··········T····
0000006724B8F3C0: 0000000000000f53 0000000000000000  S·······D·=·z···
0000006724B8F3D0: 000000001b3d0a00 000000000000017a  ··=·z···S·······
0000006724B8F3E0: 00000000000000a0 0000000000000003  ················
0000006724B8F3F0: 0000000000000200 0000000000000000  ················
0000006724B8F400: 000000001b3d0000 0000000000000002  ··=·············
0000006724B8F410: 000000000000000a 0000000000000000  ········N··A····
0000006724B8F420: 00000000a3b7e296 0000000000002491  ·····$··N··A····
0000006724B8F430: 0000000000000090 0000000000000000  ················
0000006724B8F440: 00000000a2a30000 0000000000007ffa  ···············
0000006724B8F450: 000000001b3d09f0 000000000000017a  ··=·z······$g···
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EDIT: It appears that all marines crash the game. It seems like after they shoot or kill an enemy, the game crashes.
User avatar
Minigunner
Posts: 754
Joined: Mon Dec 28, 2009 5:13 pm

Re: ZScripted Marines v0.1

Post by Minigunner »

You're using a development version I posted in the Discord. The release version up there should work just fine.

For context (re: forumgoers), I'm currently working out some kinks with following behavior for whenever a friendly marine has no targets to chase.
User avatar
TheRailgunner
Posts: 1556
Joined: Mon Jul 08, 2013 10:08 pm

Re: ZScripted Marines v0.1

Post by TheRailgunner »

Minigunner wrote:You're using a development version I posted in the Discord. The release version up there should work just fine.

For context (re: forumgoers), I'm currently working out some kinks with following behavior for whenever a friendly marine has no targets to chase.
I'm gonna see about using your ZScript Marines to improve AI for enemies in The Trooper - considering that the only real issue is that they have issues following after running out of targets (which monsters don't need to do, being, well, enemy actors), I could probably do something with this as well as start learning about ZScript in general.
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Enjay
 
 
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Joined: Tue Jul 15, 2003 4:58 pm
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Re: ZScripted Marines v0.1

Post by Enjay »

Is it just me or do the marines (summoned as summonfriend) seem very reluctant to shoot anything? I've tried a few in map01 of Doom2 and some just get stuck in whereas others just walk right up to their potential victim and then stand there looking at them.
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