Sweet can't wait for this to get in XD got plans for them
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your welcome
^^; mmm there is one idea I have but not sure if I should bring it up because it about done but on skull tag they have marines that are tied up and you can free them and then help you some one had that in a marine set a few years ago before the site was hacked but I'll half to look up the name when I get time
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yeah its a new topic so lots of new things that not a lot of mappers have messed with
This might help for the CapturedMarin and was code set was done by Gni
Warning: Spoiler!
Submitted: Gni
Decorate: Gni
GLDefs: Gni
Sounds: Zdoom Burning Vengeance, Brutal Doom, Heaven Guard from Realm667, Railbot from Realm667
Sprites: Zdoom Burning Vengeance, Brutal Doom, Heaven Guard from Realm667, Railbot from Realm667
Sprite Edit: Gni
Idea Base: Inspired by the Brutal Doom marines, by Sgt_Mark_IV
ACTOR MarineMale 15321
{
Game Doom
Health 100
DamageFactor "Normal", 0.67
Radius 16
Height 56
Mass 100
Speed 8
PainChance 90
MaxTargetRange 1100
DropItem "Clip" 96
DropItem "Clip" 64
DropItem "Clip" 64
DropItem "Cell" 64
DropItem "Shell" 96
DropItem "Shell" 64
DropItem "RocketAmmo" 96
Obituary "%o was defeated by a marine."
Monster
-COUNTKILL
+FRIENDLY
+NOCLIP
+MISSILEMORE
+NEVERFAST
+NOINFIGHTING
+LOOKALLAROUND
+DONTHURTSPECIES
+NOBLOCKMONST
+QUICKTORETALIATE
+TELESTOMP
States
{
Spawn:
PLAY A 3 A_Look
PLAY A 3
Loop
Idle:
PLAY A 0 A_ChangeFlag ("NOCLIP", 0)
PLAY A 3 A_Look
PLAY A 3
PLAY A 3 A_Look
PLAY B 3
PLAY B 3 A_Look
PLAY B 3
PLAY B 0 A_ChangeFlag ("FRIGHTENED",0)
Loop
See:
PLAY A 0 A_ChangeFlag ("NOCLIP", 0)
PLAY A 0 A_Jump (200,4)
PLAY A 0 A_ChangeFlag ("ALWAYSFAST", 0)
PLAY A 0 A_ChangeFlag ("NEVERFAST", 1)
PLAY A 0 A_ChangeFlag ("FLOAT", 1)
PLAY AAAA 1 A_Chase
PLAY BBBB 1 A_Chase
PLAY CCCC 1 A_Chase
PLAY DDDD 1 A_Chase
PLAY D 0 HealThing(1)
PLAY D 0 A_Jump (128,4)
PLAY D 0 A_ChangeFlag ("NEVERFAST", 1)
PLAY D 0 A_ChangeFlag ("ALWAYSFAST", 0)
PLAY D 0 A_ChangeFlag ("MISSILEEVENMORE", 0)
PLAY AAAA 1 A_Chase
PLAY BBBB 1 A_Chase
PLAY CCCC 1 A_Chase
PLAY DDDD 1 A_Chase
PLAY D 0 HealThing(1)
PLAY D 0 A_ChangeFlag ("FRIGHTENED",0)
PLAY D 0 A_ChangeFlag ("FLOAT", 0)
PLAY D 0 A_ClearTarget
Loop
Missile:
PLAY E 0 A_Jump (128,50)
PLAY E 0 A_ChangeFlag ("FLOAT", 0)
PLAY E 0 A_Jump(85,2)
PLAY E 0 A_JumpIfHealthLower(30, "Retreat")
PLAY E 0 A_Jump (128, 5)
PLAY E 1 ThrustThing(angle*256/360+64, 12, 1, 0)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot1")
PLAY E 0 A_CPosRefire
PLAY E 0 A_Jump (171, 5)
PLAY E 1 ThrustThing(angle*256/360+64, 12, 1, 0)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot2")
PLAY E 0 A_CPosRefire
PLAY E 1 A_Jump (171, 5)
PLAY E 0 A_ChangeFlag ("FRIGHTENED",1)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot2")
PLAY E 0 A_CPosRefire
PLAY E 0 A_Jump (128, 5)
PLAY E 1 ThrustThing(angle*256/360+64, 12, 1, 0)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot1")
PLAY E 0 A_CPosRefire
PLAY E 0 A_Jump (171, 5)
PLAY E 1 ThrustThing(angle*256/360-64, 12, 1, 0)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot2")
PLAY E 0 A_CPosRefire
PLAY E 1 A_Jump (225, 7)
PLAY E 0 A_ChangeFlag ("NEVERFAST", 0)
PLAY E 0 A_ChangeFlag ("ALWAYSFAST", 1)
PLAY E 0 A_ChangeFlag ("MISSILEEVENMORE", 1)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot1")
PLAY E 0 A_CPosRefire
PLAY E 1 A_Jump (171, 6)
PLAY E 1 ThrustThing(angle*256/360-64, 12, 1, 0)
PLAY E 0 A_ChangeFlag ("FRIGHTENED",1)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot1")
PLAY E 0 A_CPosRefire
PLAY E 1 A_FaceTarget
PLAY E 1 A_Jump (250, 4)
PLAY E 11 A_FaceTarget
PLAY F 3 A_CustomMissile ("ConcussionMissile", 30)
PLAY E 0 A_ClearTarget
PLAY E 1 A_FaceTarget
PLAY E 0 A_ChangeFlag ("FRIGHTENED",0)
PLAY E 0 A_Jump (255,48)
PLAY E 0 A_ChangeFlag ("FLOAT", 0)
PLAY E 0 A_Jump(85,2)
PLAY E 0 A_JumpIfHealthLower(30, "Retreat")
PLAY E 0 A_Jump (128, 5)
PLAY E 1 ThrustThing(angle*256/360-64, 12, 1, 0)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot2")
PLAY E 0 A_CPosRefire
PLAY E 0 A_Jump (171, 5)
PLAY E 1 ThrustThing(angle*256/360-64, 12, 1, 0)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot1")
PLAY E 0 A_CPosRefire
PLAY E 1 A_Jump (171, 5)
PLAY E 0 A_ChangeFlag ("FRIGHTENED",1)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot1")
PLAY E 0 A_CPosRefire
PLAY E 0 A_Jump (128, 5)
PLAY E 1 ThrustThing(angle*256/360-64, 12, 1, 0)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot2")
PLAY E 0 A_CPosRefire
PLAY E 0 A_Jump (171, 5)
PLAY E 1 ThrustThing(angle*256/360+64, 12, 1, 0)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot1")
PLAY E 0 A_CPosRefire
PLAY E 1 A_Jump (225, 7)
PLAY E 0 A_ChangeFlag ("NEVERFAST", 0)
PLAY E 0 A_ChangeFlag ("ALWAYSFAST", 1)
PLAY E 0 A_ChangeFlag ("MISSILEEVENMORE", 1)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot2")
PLAY E 0 A_CPosRefire
PLAY E 1 A_Jump (171, 6)
PLAY E 1 ThrustThing(angle*256/360+64, 12, 1, 0)
PLAY E 0 A_ChangeFlag ("FRIGHTENED",1)
PLAY E 1 A_FaceTarget
PLAY F 3 A_CustomMissile ("MarineShot2")
PLAY E 0 A_CPosRefire
PLAY E 1 A_FaceTarget
PLAY E 1 A_Jump (250, 4)
PLAY E 11 A_FaceTarget
PLAY F 3 A_CustomMissile ("ConcussionMissile", 30)
PLAY E 0 A_ClearTarget
PLAY E 1 A_FaceTarget
PLAY E 0 A_ChangeFlag ("FRIGHTENED",0)
PLAY E 0 HealThing(1)
Goto See
Pain:
PLAY G 0 A_PlaySound ("DSNOWAY")
PLAY G 0 A_ChangeFlag ("NOCLIP", 0)
PLAY G 0 A_Jump(171,2)
PLAY G 0 A_JumpIfHealthLower(60, "Retreat")
PLAY G 1 HealThing(5)
PLAY G 1 ThrustThing(angle*256/360+128, 30, 1, 0)
PLAY G 6 A_Pain
Goto Idle
Retreat:
PLAY A 0
PLAY A 0 A_ChangeFlag("FRIGHTENED",1)
PLAY AAAA 1 A_Chase
PLAY BBBB 1 A_Chase
PLAY CCCC 1 A_Chase
PLAY DDDD 1 A_Chase
PLAY D 0 HealThing(5)
PLAY AAAA 1 A_Chase
PLAY BBBB 1 A_Chase
PLAY CCCC 1 A_Chase
PLAY DDDD 1 A_Chase
PLAY D 0 HealThing(5)
PLAY AAAA 1 A_Chase
PLAY BBBB 1 A_Chase
PLAY CCCC 1 A_Chase
PLAY DDDD 1 A_Chase
PLAY D 0 HealThing(5)
PLAY AAAA 1 A_Chase
PLAY BBBB 1 A_Chase
PLAY CCCC 1 A_Chase
PLAY DDDD 1 A_Chase
PLAY D 0 HealThing(5)
Goto See
Death:
PLAY H 0 A_PlaySound ("DSPDIEHI")
PLAY H 10
PLAY I 10 A_Scream
PLAY J 10 A_NoBlocking
PLAY KLM 10
PLAY N -1
Stop
XDeath:
PLAY O 5
PLAY P 5 A_XScream
PLAY Q 5 A_NoBlocking
PLAY RSTUV 5
PLAY W -1
Stop
Raise:
PLAY MLKJIH 5
Goto See
}
}
Actor CapturedMarineMale 15324
{
+SOLID
+SHOOTABLE
-COUNTKILL
-PUSHABLE
+FRIENDLY
+NOTARGET
Health 100
DamageFactor "Normal", 0.67
DamageFactor "Melee", 99.0
height 48
radius 8
Scale 0.9
DropItem "Clip" 96
DropItem "Clip" 64
DropItem "Clip" 64
DropItem "Cell" 64
DropItem "Shell" 96
DropItem "Shell" 64
DropItem "RocketAmmo" 96
Speed 0
Monster
PainChance 90
Mass 10000000000000
states
{
Spawn:
CAMD A 20
CAMD B 6
CAMD C 20
CAMD B 6
loop
Pain:
CAMD P 15 A_PlaySound ("DSNOWAY")
Goto Spawn
Death:
CAMD P 7 A_PlaySound ("DSNOWAY")
CAMD D -1 A_PlaySound ("DSPDIEHI")
Wait
Death.Melee:
CAMD F 16 A_PlaySound ("DSNOWAY")
CAMD N 0 A_ChangeFlag ("SOLID",0)
CAMD N 1 A_SpawnItem("MarineMale",0,0)
CAMD N -1 A_ChangeFlag ("SHOOTABLE",0)
Wait
}
}
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As far this project goes, it is finished and ready for submission.
I will start looking into the captured marines idea, the extensive behaviour changes like Brutal Doom has for the Allied Marines or what Alando1 had for a project he'd done with Allied Marines really isn't what I'm aiming for (I've got a seperate project with that set up), I'm trying to avoid this because the Marines tend to be unstoppable killing machines, usually killed by crossfire from the player or by bosses rather than being taken out by weaker enemies such as Demons, Zombies, Imps or slow moving flying enemies.
It's the transition from changing one actor to another (a captured Marine to a random Ally) that I'd be focusing on for this idea. I tried it once a while back with the shootable Bound Marines but when you activate them, they just died (although back then (about 2 years ago) I also had little understanding of Spawning External Items)
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yeah that can be done latte on another project but try to think of it like this play all of doom 1 2 and final with out dying ones then think getting captured instead of dying unless its a computer bot or just vary vary lucky lol
well they shouldn't die you half to punch them not shot them or the link from the wad I showed you that's how it works
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Have you tried adding the flag +USESPECIAL on the captive Marines? This might be what you need to be able to "activate" them to free them.
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