Coop Marines v1.66 - 11/11/09

Projects that alter game functions but do not include new maps belong here.
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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.

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Marcus101RR
Posts: 250
Joined: Sun Jul 08, 2007 10:59 am
Graphics Processor: nVidia (Modern GZDoom)
Location: USA, Florida

Post by Marcus101RR »

http://208.78.96.242/wiki/Marine_Express
Another one that has already been created by me.
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TheDarkArchon
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Location: Some cold place

Post by TheDarkArchon »

HotWax wrote:Useless....
unknownna
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Joined: Sat Oct 06, 2007 4:45 pm

Post by unknownna »

By all respect, that is just a demotivating post. Useless to some, usefull to others. You can't please everyone.
Last edited by unknownna on Sat Jan 26, 2008 4:01 am, edited 1 time in total.
unknownna
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Joined: Sat Oct 06, 2007 4:45 pm

Post by unknownna »

New update. This time the marines will always face their target when chasing them (kinda like you strafing).
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Shadelight
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Location: Labrynna

Post by Shadelight »

Still useless. >_>
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Unknown_Assassin
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Location: Where dead carcasses lie

Post by Unknown_Assassin »

Uh...didn't you read his post:
unknownna wrote:By all respect, that is just a retarded post. Quoting someone else saying that my work is useless. I would like to hear suggestions, not demotivating comments. Thank you.
He wants suggestions not comments.
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Doomguy0505
Posts: 625
Joined: Tue Mar 29, 2005 4:53 am

Post by Doomguy0505 »

Why don't you try to make the zcajun bots smart instead? :P
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TheDarkArchon
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Location: Some cold place

Post by TheDarkArchon »

Unknown_Assassin wrote:Uh...didn't you read his post:
unknownna wrote:By all respect, that is just a retarded post. Quoting someone else saying that my work is useless. I would like to hear suggestions, not demotivating comments. Thank you.
He wants suggestions not comments.
...which will eventually return to how pointless this mod is.
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Cutmanmike
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Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom

Post by Cutmanmike »

Are these just friendly marines?
Gez
 
 
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Post by Gez »

Useless for the typical ZDoom gameplay, maybe.

But you shouldn't think of them as friendly marines, but as monster-aware bots. (Skulltag's bots ignore monsters and can only be used for deathmatches.) Their behavior is meant to simulate other players.
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Jimmy
 
 
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Post by Jimmy »

These marines are still an improvement on just summoning a friendly scripted marine, anyway.
unknownna
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Joined: Sat Oct 06, 2007 4:45 pm

Post by unknownna »

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.
Last edited by unknownna on Sun Mar 16, 2008 5:13 pm, edited 1 time in total.
unknownna
Posts: 215
Joined: Sat Oct 06, 2007 4:45 pm

Post by unknownna »

New update. The marines can't hitscan-attack each other etc. Only rocket splash (rocket marines are immune to themselves) and bfg spray can kill them by themselves. You're still vulnerable though to all attacks from them as usual.
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Enjay
 
 
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Location: Scotland

Post by Enjay »

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. :)
unknownna
Posts: 215
Joined: Sat Oct 06, 2007 4:45 pm

Post by unknownna »

Fun, it is sometimes. :)
Last edited by unknownna on Sat Jan 26, 2008 4:02 am, edited 1 time in total.

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