Coop Marines v1.66 - 11/11/09

Projects that alter game functions but do not include new maps belong here.
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Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London

Post by Phobus »

I find myself doing that sort of thing with all the new monsters I make - see how far one can get through a map or whatever (with monster blocking, not far...)
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Cutmanmike
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Operating System Version (Optional): Windows 10
Location: United Kingdom

Post by Cutmanmike »

Applying the flag that allows them to cross monster lines and the DROPOFF flag will help
unknownna
Posts: 215
Joined: Sat Oct 06, 2007 4:45 pm

Post by unknownna »

New update. Now you're invulnerable to the marines. The only thing that can kill you by them is their bfg spray and rocket explosion radius. Try it.
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lzvk25
Posts: 86
Joined: Thu Oct 07, 2004 10:18 pm
Location: Collierville, TN

+REFLECTIVE

Post by lzvk25 »

unknownna wrote:New update. Now you're invulnerable to the marines. The only thing that can kill you by them is their bfg spray and rocket explosion radius. Try it.
It is even more fun to add the "+REFLECTIVE" flag too.
:P

Code: Select all

actor NewDoomPlayer : DoomPlayer
{
            +GHOST
            +REFLECTIVE
  }
And the same goes for the Marines.
:D
Last edited by lzvk25 on Thu Oct 25, 2007 12:27 pm, edited 2 times in total.
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lzvk25
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Location: Collierville, TN

Post by lzvk25 »

Marcus101RR wrote:http://208.78.96.242/wiki/Marine_Express
Another one that has already been created by me.
Unfortunately, I tried to use the decorate functions and for some reason after playing for a little while, GZDoom ZDoom and Skulltag, all fall into a loop and I have to use the Task Manager to kill them.
:cry:
unknownna
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Joined: Sat Oct 06, 2007 4:45 pm

Post by unknownna »

Marine_Express is another mod. Try this. Download links on the first page.
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lzvk25
Posts: 86
Joined: Thu Oct 07, 2004 10:18 pm
Location: Collierville, TN

Post by lzvk25 »

unknownna wrote:Marine_Express is another mod. Try this. Download links on the first page.
I am currently trying it, and that's why I was suggesting to put the "+REFLECTIVE" flag as a way to make it a little bit more fun. It is quite fun to shoot a rocket to a marine and see it bounce and kill a monster.
:D
unknownna
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Joined: Sat Oct 06, 2007 4:45 pm

Post by unknownna »

New Update! See first page for more info.
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Marcus101RR
Posts: 250
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Graphics Processor: nVidia (Modern GZDoom)
Location: USA, Florida

Re: "Coop-Bots" Latest for now.

Post by Marcus101RR »

Marine Express has bee naround before all this, but I do see that some people prefer this mod more. Thats cool to me. However, this mod, for some reason doesn't make me feel very well. I don't like how the marines navigate or shoot. I like the stopping and shooting better.
unknownna
Posts: 215
Joined: Sat Oct 06, 2007 4:45 pm

Re: "Coop-Bots" Latest for now.

Post by unknownna »

Well, I tried to make the marines mimic the player, that's all. If you want them to simulate a player, (like you stated yourself) you make them act more like a player.

I've made them run while shooting and in pain.
Friendly fire is partially off. (bfg spray, fist and chainsaw still kills)
Made them look like the player in animations.
etc.
unknownna
Posts: 215
Joined: Sat Oct 06, 2007 4:45 pm

Re: "Coop-Bots" GIANT UPDATE!

Post by unknownna »

New update. Now they run like you and attack like you without looking crazy. Try it please and tell me what you think.
unknownna
Posts: 215
Joined: Sat Oct 06, 2007 4:45 pm

Re: "Coop-Bots" GIANT UPDATE!

Post by unknownna »

New update. They slowly start to look like bots. :P
Last edited by unknownna on Sun Mar 16, 2008 5:16 pm, edited 2 times in total.
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Freddysaar
Posts: 10
Joined: Tue Jan 31, 2006 6:53 pm
Location: Brazil

Re: "Coop-Bots" GIANT UPDATE!

Post by Freddysaar »

Hey, man. Zdoom crashes when I try to use your WAD. I get a ""damagefactor" is an unknown actor property" message.
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Unknown_Assassin
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Joined: Wed Apr 12, 2006 5:17 pm
Location: Where dead carcasses lie

Re: "Coop-Bots" GIANT UPDATE!

Post by Unknown_Assassin »

You need to download the latest SVN version of ZDoom.

http://www.zdoom.org/wiki/Main_Page
unknownna
Posts: 215
Joined: Sat Oct 06, 2007 4:45 pm

Re: "Coop-Bots" New 12.11.07 8:30 am

Post by unknownna »

Made the "bots" more "aware" of their distance between them and their targets. Rocket launcher marines don't go nuts etc. However, they still have some of the doom AI flaws.

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