I've known him for quite a while on a different forum. He must.Zippy wrote:But if you really must be an ass:
Coop Marines v1.66 - 11/11/09
Forum rules
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.
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.
-
- Posts: 4605
- Joined: Mon Jul 31, 2006 4:25 pm
- Location: San Antonio, TX
Re: "Coop-Bots" Friendly decorate actors
-
- Posts: 61
- Joined: Fri Jan 18, 2008 11:59 pm
Re: "coop marines" friendly decorate actors
You Ruleunknownna wrote:New update guys.
-Added new fist, berserk and chainsaw actors.
Fist = F
Berserk = B
ChainSaw = CS
summon gmb, imcs, rmf etc.
-Made the actors have a 50% chance of strafing left or right at first before alternating by randomness. They used to begin
with strafing left, then alternate. Now it's either left or right, then alternate.
-
- Posts: 215
- Joined: Sat Oct 06, 2007 4:45 pm
Re: "coop marines" friendly decorate actors
Hehe, thanks Redboy. I'm glad you like it.
New update.
-Finally, you can't hurt the marines with your fist or chainsaw.
-Marines strafe run when chasing or backing off (approximately SR40 I think).
-More speed adjustments.
-Given fist, berserk and chainsaw marines the right damage (damage*random(1, 10)).
-Player can push marines if they're still causing them to move and animate. +PUSHABLE flag with momentum checks.
Thanks for the help, HotWax
-If running around for a long time with nothing to do, they get "bored" and stop.
New update.
-Finally, you can't hurt the marines with your fist or chainsaw.
-Marines strafe run when chasing or backing off (approximately SR40 I think).
-More speed adjustments.
-Given fist, berserk and chainsaw marines the right damage (damage*random(1, 10)).
-Player can push marines if they're still causing them to move and animate. +PUSHABLE flag with momentum checks.
Thanks for the help, HotWax
-If running around for a long time with nothing to do, they get "bored" and stop.
Last edited by unknownna on Sat Jun 21, 2008 5:15 pm, edited 1 time in total.
-
- Posts: 9369
- Joined: Thu Jul 14, 2005 8:33 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: Blacksburg, SC USA
Re: "coop marines" friendly decorate actors
They're starting to feel (much) more like bots than monsters. The amount of work you've put into these guys is very impressive. Sure there's still some navigational problems, but they really can't be helped a whole lot, now can they?
What's your policy on permissions? I could actually see this as being exceedingly useful.
What's your policy on permissions? I could actually see this as being exceedingly useful.
-
- Posts: 215
- Joined: Sat Oct 06, 2007 4:45 pm
Re: "coop marines" friendly decorate actors
Thanks.Project Dark Fox wrote:They're starting to feel (much) more like bots than monsters. The amount of work you've put into these guys is very impressive.
Well, the navigation is probally their weakest part seeing that they're using the monster AI. There's also the fact that they can't open up all doors, trigger lifts, push most of switches, etc.Project Dark Fox wrote: Sure there's still some navigational problems, but they really can't be helped a whole lot, now can they?
And even if I put -ACTIVATEMCROSS and -ISMONSTER flags, they can still be teleported by monster teleports
(for an example E4M1).
ACS is the way to go for the next level, but I'm not experienced at all in that area. Heck, I don't even know how to use LOADACS properly.
As for permissions, It depends on what you want really. You may use these actors/decorate behaviour in your maps for whatever you want as long as you don't claim the code to be yours and state that you've borrowed code from here.Project Dark Fox wrote: What's your policy on permissions? I could actually see this as being exceedingly useful.
It's meant to be used as a substitute for coop bots or placed in maps as more player-like actors.
Just don't release a rip off/update just for the heck of it.
I'd rather appreciate help and tips from you guys to improve this mod so that this will be more like a resource mappers, etc. can borrow from.
-
- Posts: 9369
- Joined: Thu Jul 14, 2005 8:33 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: Blacksburg, SC USA
Re: "coop marines" friendly decorate actors
My plan was to use something like this for smarter friendly combat AI -- or even some bosses -- in the "little" mod I'm producing now. However so that the player doesn't lose track of the friendly I'd likely slow them down by half. I of course would give credit and a half for something like this, because (like I said) you poured a lot of effort into it.
-
- Posts: 41
- Joined: Tue Apr 22, 2008 3:03 pm
Re: "coop marines" friendly decorate actors
Now all we need is Doom 3 Styled Tinman's Squad and then this thing would be the best coop bots ever. Giving this marines commands to "Follow", "Free", "Attack", or "Hold" as commands positions would be perfect.
-
- Posts: 215
- Joined: Sat Oct 06, 2007 4:45 pm
Re: "coop marines" friendly decorate actors
New one. I might get "flamed" by this bump, but for those few interested, here it goes.
In terms of behaviour, not much has been changed at all. Made the rapid-fire marines a bit less target sensitive.
Ex: If a plasma marine fires and looses target for a sec (wall, obstacle, etc.), it might keep firing for some time before terminating attack.
I also made them start running around if there's no player in sight.
Also returned the "no player in sight after a while" thing.
Marines also respawn.
And again, I'm sorry for annoying the ones not interested by these bumps.
In terms of behaviour, not much has been changed at all. Made the rapid-fire marines a bit less target sensitive.
Ex: If a plasma marine fires and looses target for a sec (wall, obstacle, etc.), it might keep firing for some time before terminating attack.
I also made them start running around if there's no player in sight.
Also returned the "no player in sight after a while" thing.
Marines also respawn.
And again, I'm sorry for annoying the ones not interested by these bumps.
-
- Posts: 2468
- Joined: Wed Apr 12, 2006 5:17 pm
- Location: Where dead carcasses lie
Re: "coop marines" friendly decorate actors
You won't get flamed. Why would you get flamed by just letting the community know that you made updates (it's not the worst WAD after all)?
-
- Posts: 9369
- Joined: Thu Jul 14, 2005 8:33 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: Blacksburg, SC USA
Re: "coop marines" friendly decorate actors
It's one of the more recent innovations I've seen in quite some time, in fact.
-
- Posts: 3821
- Joined: Sun Aug 24, 2003 5:42 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: 2280 Lol Street: The Calamitous Carnival (formerly Senators Prison)
Re: "coop marines" friendly decorate actors
Heh...
a long time ago I was making a Marine Resource Wad for a slightly similar purpose.
ended up canceling it for other projects but I still have the wad if you're curious.
Just keep this in mind;
it was made around the 2.0.93-96x days since friendly monsters was a new thing. due to this it might require code modification to work properly but, far as I can recall, it shouldn't *need* it.
a long time ago I was making a Marine Resource Wad for a slightly similar purpose.
ended up canceling it for other projects but I still have the wad if you're curious.
Just keep this in mind;
it was made around the 2.0.93-96x days since friendly monsters was a new thing. due to this it might require code modification to work properly but, far as I can recall, it shouldn't *need* it.
-
- Posts: 61
- Joined: Fri Jan 18, 2008 11:59 pm
Re: "Coop-Bots" Friendly decorate actors
Oi Bungholio - I want question about HeXen Cleric "C4" I released them 5 cleric and got badly half freeze or massive slow down fps. Unplayable. What the cause ? Mage had bit half freeze if too many Mage "M4" Fighter "F4" is fine can cope many figter as 30+
Many times Zdoom crash when I use many C4 or ClericBoss. I think Zdoom fault ? Zdoom can handle many over 200+ monsters but Cleric Boss with more than 5 to crash
Many times Zdoom crash when I use many C4 or ClericBoss. I think Zdoom fault ? Zdoom can handle many over 200+ monsters but Cleric Boss with more than 5 to crash
-
- Posts: 61
- Joined: Fri Jan 18, 2008 11:59 pm
Re: "coop marines" friendly decorate actors
HeXen CoopBots Cleric "C4" has fire faster with many more Wraithverge than ClericBoss ? Thus cause to massive slow down in my PC
-
- Posts: 215
- Joined: Sat Oct 06, 2007 4:45 pm
Re: "coop marines" marine resource pack
Thanks for the nice comments. I fixed the berserk decorate in a new version posted. It's nothing serious. Nothing has been changed to the marines.
You can just replace the berserk decorate in "newdoompickups.txt" with this one instead of downloading a new version.
And what does +CANUSEWALLS flag do? By the description of it, It doesn't seem to work. The marines can't activate lifts or any unlocked door. Funny thing is, they have no MONSTER flag set and can still use monster teleporters.
-ACTIVATEMCROSS doesn't even help. But +ACTIVATEMCROSS allows them to activate lifts and more doors.
This coupled with the fact that they've inherited flags and properties from the DoomPlayer him/her/itself?
You can just replace the berserk decorate in "newdoompickups.txt" with this one instead of downloading a new version.
Spoiler:Also, two more questions. Why doesn't the fist puff make any noise in ZDoom, but in Skulltag? I develop this on Skulltag and backport to ZDoom (removing skulltag exclusive stuff). Sometimes I don't notice these things, but I did notice this one.
And what does +CANUSEWALLS flag do? By the description of it, It doesn't seem to work. The marines can't activate lifts or any unlocked door. Funny thing is, they have no MONSTER flag set and can still use monster teleporters.
-ACTIVATEMCROSS doesn't even help. But +ACTIVATEMCROSS allows them to activate lifts and more doors.
This coupled with the fact that they've inherited flags and properties from the DoomPlayer him/her/itself?
-
- Posts: 80
- Joined: Mon Sep 08, 2008 6:29 am
- Location: Hell
Re: "coop marines" marine resource pack
I love it! It is simply awesome!!