Information:
Name: AI Marines
Difficulty: Easy/Medium, Hard (When on a turret or in groups and squads.)
Connections: None
Summon: SmartMarine, TurretMarine, SmartMarineMGTurret, SM_NoCrouchZone, VanillaRifle
Melee: Yes (Rifle swing, can also use berserk packs if they get in their inventory)
Distance: Hitscan (Rifle), Projectile (Grenades and turrets)
Type: Human, Military
Brightmaps: No
Actor modification: No
ACS: No
Credits:
Code: Inkoalawetrust, Lewisk3 (Base code for making turrets usable by players), Boondorl (Swimmable 3D floor detection)
GLDEFS: inkoalawetrust
Sounds: Valve, FreeSound, GDC Audio Library, edited by Inkoalawetrust etc, check credits.txt
Sprites: id Software, Sergeant_Mark_IV, Ghastly_Dragon, Das M., Superdave938, Mryayayify, Tabijaky, Gorman Freebmane, Inkoalawetrust, TG5, Vader, etc, check credits.txt
Sprite edit: TG5, Tabijaky, inkoalawetrust
Idea Base: Having NPCs in Doom with a higher IQ than a wet towel. Half-Life 1 HECU (Partially)
Description:
A Doom NPC with a brain for a change. They can do dozens of different things, such as avoid danger, work in groups, move in squads, dodge projectiles, take cover and so on, can easily be used as allies by being set to friendly, have multiple weapons, including turrets that both they and players can use, and are highly customizable. For more detailed information on all the stuff they are capable of (A lot), and how to properly and fully use them. Check the included Document.txt file.
Sprite:
Showcase video:
https://www.youtube.com/watch?v=PlZSs5XyEdU
Download Link (Includes a demo map):
https://drive.google.com/file/d/1EIVL8G8sLCLaAOwdDNtrSgNgVAPxoF9B/view?usp=sharing
This is my latest major project, the marines included in this resource are far more intelligent than any of the vanilla monsters, and can do A TON of things, here's a list of most of them, from
their GitHub repository
's readme:
- Attack stuff by:
- Bashing it with their rifle. But they normally avoid it if they can help it. (Melee)
- Can also use berserk packs, if one is somehow in their inventory, which triple their melee damage, and make them more likely to engage in melee.
- Shoot at it, with a random chance of changing position while doing so. (Ranged)
- Throw a grenade at it, more likely to throw it at crowds of enemies. (Area of effect)
- They avoid firing their rifles, grenades, or turrets if their line of fire to the target is blocked by obstacles or allies.
- Run away from the grenades they throw, if those grenades are about to explode.
- Intelligently dodge enemy or extremely harmful projectiles heading their way. More information can be found inside Document.txt
- Dynamically take cover behind sufficiently tall level geometry or shootable actors when attacking enemies. More information can be found inside Document.txt
- Can be set up into squads in which they stick together and follow a designated leader. And can change leaders if the previous one died. More information can be found inside Document.txt
- They have multiple death animations that can play randomly.
- Reload their rifles for every 20 rounds they fire in total.
- They first try a few times to run away from their target until out of sight, to not reload while vulnerable.
- Chase around their target for some time before losing track of it, if they can't hear or see it for too long.
- When not set to friendly, they attack friendly NPCs on sight, unlike normal enemy NPCs/monsters, that don't attack friendly NPCs unless provoked by them first.
- Alert other marines that are on their side of their current target, if the other marines have no target they are dealing with already. They can also hear the alerts of enemy marines.
- Retreat and keep a distance away from very powerful or large enemies like Cyberdemons. Or enemy players and marines on turrets.
- Marines friendly to the player can be ordered to stand still or wander around by pressing use on them. This only works if they aren't currently fighting.
- They work with ZDoom's built-in patrol system, so you can have them walk around set paths. To do stuff like guard areas.*
- Has placeable machine gun turrets that both players and the marines can use, you can press the use key on a friendly marine to get him off of one.
- Includes a separate marine that permanently stays on the turret until killed, who can also be colored like below. Pressing use on them will get them off, if they are friendly, and User_DisobeyCommands is off.
- Can be colored with a variety of colors:
- Red
- Gray
- White
- Black
- Blue
- Yellow
- Orange
- Pink
- Dark Green
- Random (Randomly pick a color.)
- Default (Use the default shade of green. Similar to just leaving User_Color empty.)
- Most of the marines' behaviour can be configured on a per actor basis using user variables.
- They also have a rifle that they sometimes drop, which you can pick up and use yourself.
- The rifle fires at full auto, and needs reloading after firing 20 rounds, just like when the marines use them. You can reload before the magazine fully runs out too.
- It also features animated digital sights complete with an animation for looking in and out of them, using the sights increases your accuracy as well.
- The rifle can be entirely disabled from dropping from dead marines, by enabling User_NoRifleDrop on the marine.
Information on all the user variables they have can be found inside Document.txt. If I need to split the rifle weapon they drop into a separate submission on the armory section for Realm667, I can do that. But the turret, which is a weapon both the player and the marine NPCs can use, is pretty much inseparable from the rest of the resource.