Coop Marines v1.66 - 11/11/09

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Coop Marines v1.66 - 11/11/09

Postby unknownna » Sat Oct 06, 2007 5:56 pm

Download link:
coopm1.66.zip
(40.08 KiB) Downloaded 1178 times
Instructions are found in 'ReadMe.txt'.
Spoiler: Videos of this mod in action:
Last edited by unknownna on Wed Nov 11, 2009 5:43 am, edited 165 times in total.
User avatar
unknownna
 
Joined: 06 Oct 2007

Postby Kyran » Sun Oct 07, 2007 4:33 am

Finally! Friendly looking marine support on single player maps. :D
Kyran
 
Joined: 25 Feb 2005
Location: Oceania

Postby Unknown_Assassin » Sun Oct 07, 2007 3:22 pm

Kyran wrote:Finally! Friendly looking marine support on single player maps. :D


Umm...there were already marines.wad that had friendly marines. The marinepack.wad also had marines, but you need to put the +FRIENDLY flag on to make it friendly.
User avatar
Unknown_Assassin
Bow down to the Protoss Race!!
 
Joined: 12 Apr 2006
Location: Where dead carcasses lie

Postby CaptainToenail » Sun Oct 07, 2007 3:25 pm

Why not just use the command

'summonfriend marinessg' etc. for friendly marines? You don't need any custom wads.
CaptainToenail
 
Joined: 06 Jul 2007

Postby leileilol » Sun Oct 07, 2007 10:17 pm

CaptainToenail wrote:'summonfriend marinessg' etc. for friendly marines? You don't need any custom wads.

but then he won't get the credits
User avatar
leileilol
ダークエルフ!!!!!!!!!!
 
Joined: 30 May 2004
Location: japanimation web ring's

Postby unknownna » Mon Oct 08, 2007 10:14 am

hehe. I already knew of the gray marines from before. You might want to try it out before posting though... :wink:
User avatar
unknownna
 
Joined: 06 Oct 2007

Postby HotWax » Mon Oct 08, 2007 11:46 am

You can just use color translation to get the same effect.

Useless....
User avatar
HotWax
Do what you must, and pay the price later.
 
Joined: 18 Jul 2003
Location: Idaho Falls, ID

Postby unknownna » Thu Oct 18, 2007 8:58 pm

Edit: Is there any way to have a frame after A_CposRefire?

PLAY E 0 A_FaceTarget
PLAY F 4 bright A_CustomBulletAttack (5.6, 0, 1, 5, "BulletPuff")
PLAY F 0 bright A_FaceTarget
PLAY F 4 bright A_CustomBulletAttack (5.6, 0, 1, 5, "BulletPuff")
PLAY F 0 A_CPosRefire
goto Missile+1
-----> (Here I want something like PLAY E 5 A_FaceTarget)
User avatar
unknownna
 
Joined: 06 Oct 2007

Postby Unknown_Assassin » Fri Oct 19, 2007 12:07 pm

Yes, A_Jump
User avatar
Unknown_Assassin
Bow down to the Protoss Race!!
 
Joined: 12 Apr 2006
Location: Where dead carcasses lie

Postby unknownna » Sat Oct 20, 2007 10:32 am

Thanks! Now I've updated it again. This time they are more realistic. They run while shooting.
User avatar
unknownna
 
Joined: 06 Oct 2007

Postby XutaWoo » Sat Oct 20, 2007 1:06 pm

A suggestion: they should be able to drop-off from any height and go through monster-blocking lines to mimic players even more.
User avatar
XutaWoo
one day when going to see the rabbit, there was a previous visitor ...
 
Joined: 30 Dec 2006
Location: beautiful hills of those who are friends

Postby unknownna » Sat Oct 20, 2007 4:21 pm

They already walk through monster blocking lines. I won't let them dropoff from any height because they then often get stuck in pits.
User avatar
unknownna
 
Joined: 06 Oct 2007

Postby Enjay » Sat Oct 20, 2007 4:32 pm

unknownna wrote:I won't let them dropoff from any height because they then often get stuck in pits.

Unfortunately leaving them means they get stuck in places - like right at the MAP01 starting point where they refuse to jump down to the room in front of the starting platform.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
Joined: 15 Jul 2003
Location: Scotland

Postby unknownna » Sat Oct 20, 2007 4:36 pm

I know that. Spawn them when you're down.
User avatar
unknownna
 
Joined: 06 Oct 2007

Postby unknownna » Sun Oct 21, 2007 4:29 pm

New update. The monsters will wake up when the marines shoot, not only when they get hit. The marines can drop down heights (just like you) as well. So go download!
User avatar
unknownna
 
Joined: 06 Oct 2007

Next

Return to Gameplay Mods

Who is online

Users browsing this forum: No registered users and 8 guests