Coop Marines v1.66 - 11/11/09
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The Projects forums are only for 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.
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...which will eventually return to how pointless this mod is.Unknown_Assassin wrote:Uh...didn't you read his post:
He wants suggestions not comments.unknownna wrote:By all respect, that is just a [censored word] post. Quoting someone else saying that my work is useless. I would like to hear suggestions, not demotivating comments. Thank you.
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Yes, Indeed they are. I just wanted to make the scripted marine simulate a player. Useless for some, fun for some others. Anyway, at least I try . They are basically monsters with the player sprite and properties with a dash of fancy action states.
These marines run while shooting and when in pain. Always face their target. Got the same fire rate as player and frames. Awake monsters and make monsters target them etc.
These marines run while shooting and when in pain. Always face their target. Got the same fire rate as player and frames. Awake monsters and make monsters target them etc.
Last edited by unknownna on Sun Mar 16, 2008 5:13 pm, edited 1 time in total.
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Actually, I found it quite good fun to wander around a level, summon a squad of marines and send them into battle. You can do little things like estimate how many you are going to need for a particular job and see if it works out etc.
I imagined myself as some VIP being escorted through the map by the marines. I wasn't allowed to shoot anything myself, but I could summon and "command" as many marines as I saw fit.
I imagined myself as some VIP being escorted through the map by the marines. I wasn't allowed to shoot anything myself, but I could summon and "command" as many marines as I saw fit.
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