#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png) \[SUBMISSION\]: Allied Marines

##

- **MagicWazard**
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   9 years 5 months ago [\#5528](#5528) by MagicWazard  Replied by *MagicWazard* on topic *[\[SUBMISSION\]: Allied Marines](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=60#5528 "[INFO]

Name: Allied Marines
Difficulty: Easy-Hard (Based off weapons used & if you disable Friendly Flag. They are intended to help the Player)
Connection: Doom, Ally Marines, Cooperative Gameplay in Single Player
Summon: MarineAlly"xx" (Fist, Pistol, MG, CG, SG, Minigun, Chainsaw, Plasma, Rocket, BFG9000, SSG, Railgun, HSMissile, GL, BFG10K, Flamethrower, Sniper)
Melee: Yes (Melee Marine & Chainsaw Marine)
Distance: Hitscan, Projectile, Explosive, Railgun, Seeker, Fire.
Type: Human, Marines, Allies
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
Submitted by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette
Sprites: ID Software, DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag
Sprite Edit: DBJ87
Brightmaps Edit: DBJ87
SFX: Custom, That_One_Doom_Mod, Doom3, CthulhuCultist, Tormentor667, Skulltag Team, Eriance, Raven Software, Rise of the Triad, Xim, Doom64
Idea Base: Own Idea, yuraofthehairfan

[DESCRIPTION]
17 Allied Marines with extensive behaviour changes including shooting, reaction timing, movement speed & parameters, tracking & targeting as well as a Large
Arsenal of weapons to assist the Player. Also includes Captive Marines & Colour Blend templates to increase diversity as Allies or additional Enemies.

All the Marines by default, have 200% Health, varied pain chances & internal Flags to change shooting behaviour.
(Full Descriptions & Credits on File's INFO & CREDITS)

//Melee/Punch: MarineAllyFist
-Attacks with fast, powerful punches.
-Has a charge attack, making him jump very quickly towards targets.
-Can use the jump attack to climb up low walls.

//Pistol: MarineAllyPistol
Has 2 sets of firing modes making the most of his wimpy weapon.
-A standard single shot, usually his main offence.
-A Quick burst of 3 shots.

//Machinegun: MarineAllyMG
Standard Infantry. Has 2 firing modes.
-A 3 Burst Shot, usually his main offence.
-A Rapid-Fire shot like the Chaingunner.

//Chaingun: MarineAllyCG
-Marine that uses a Chaingun

//Shotgun: MarineAllySG
-Marine that uses a Shotgun

//Minigun: MarineAllyMinigun
-Marine that uses a Minigun, faster & double damage output of the Chaingunner.

//Chainsaw: MarineAllyChainsaw
-Marine that uses a Chainsaw

//Plasmagun: MarineAllyPlasma
-Marine that uses a Plasmagun.
-Set to stand & fire repeatedly when attacking.

//Rocket Launcher: MarineAllyRocket
-Marine that uses a Rocket Launcher, with 2 attacks. A single shot or 3 Rockets are fired like the Cyberdemon.
-Retreats to get a clearer shot if targets are too close.

//BFG-9000: MarineAllyBFG9000
-Marine armed with the BFG-9000. Be aware of Tracer Damage.
-Careful placement recommended, there is a high risk of Friendly Fire.

//Super-Shotgun MarineAllySSG
-Marine that uses a Super-Shotgun.

//Railgun: MarineAllyRailgun
-Stationary Sniper when attacking, uses the Railgun.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

//Bombardier: MarineAllyHSMissile
-Shoots a Fast & Accurate Homing Missile.
-Retreats to get a clearer shot if targets are too close.

//Grenadier: MarineAllyGL
-Fires timed Grenades using Skulltag based Grenade Launcher.
-Retreats to get a clearer shot if targets are too close.

//BFG-10K: MarineAllyBFG10K
-Marine that uses the BFG-10K.
-Set to stand & fire repeatedly when attacking.
-Careful placement recommended as Damage behaviour matches Skulltag's BFG-10K.
-Retreats to get a clearer shot if targets are too close.

//Flamethrower: MarineAllyFlamethrower
-Attacks with a powerful, Mid-Range Flamethrower.
-Careful placement recommended. Fire spawned after hitting targets can damage the player.

//Sniper: MarineAllySniper:
-Stationary Sniper when attacking, Bullets fired as fast projectiles dealing mid to high damage.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

This Submission also includes 15 Tested Colour Blends, listed with a tutorial, that can be added to a Marine's decorate to change it's colour. This Submission is offering a more stable & versatile roster to choose from, instead of overpowered marines that will kill everything , leaving you standing with nothing to do, it is trying to offer more co-operative gameplay. Credit (and thank you) also goes to yuraofthehairfan.

[CAPTIVE MARINES]
Bound Marines that can be killed by enemies & killed by you for a couple of Stimpacks (you Monster!) or freed if you activate them. The Spawned Marines are exactly the same as their counterparts, meaning Health is reset to 200% & they will follow & help you as normal. They will arm themselves (randomly) with 1 of 9 Weapons:
- Fist
- Pistol
- Machinegun
- Chaingun
- Shotgun
- Chainsaw
- Minigun
- Plasmagun
- Super-Shotgun

Radius is larger than the standard Allies to help with placement & activation at a safer distance (if you stand too close or something solid gets in their way, they will not appear (due to collision set-up) when the freed marines are spawned). Credit (and thank you) also goes to yuraofthehairfan.

[UPDATE HISTORY]

[15/05/17]
-Bug Fix on Ally 17's XDeath. Sprites OP were used twice in Extreme Death Sequence.
-Decorate & additional notes checked over.

[16/05/17]
-Activation Radius for Captive Marines increased from Default (20) to 40 (tested at 32, 48 & 56), allowing quicker access to saving Marines & reducing chances of losing them due to collision checks in place.
-Updated notes on Captive Marines. Regarding activation & placement.

[19/05/17]
-Extreme Death Sprite bug on BFG Marine fixed. (Non-Existent Sprite was put into Decorate ending)
-Wander Loop cycle shortened to reduce file size. (On all Marines that use it)

If there's any issues let me know, otherwise I consider this completed.

[PREVIEW]

[DOWNLOAD] Allied Marines Pack
http://www.m*diafire.com/file/t4ha2hco1i9bx1a/Allied_Marines_Pack.zip")*

 So, is this pretty much "finished" for now?

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81ODgtc3VibWlzc2lvbi1hbGxpZWQtbWFyaW5lcz9zdGFydD02MA==&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **DBJ87**
- ![DBJ87's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar4113.png) Topic Author
- Wicked
- ![Wicked](https://www.realm667.com/media/kunena/ranks/rank_81_wicked.png)

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   9 years 5 months ago - 9 years 4 months ago [\#5530](#5530) by DBJ87  Replied by *DBJ87* on topic *[\[SUBMISSION\]: Allied Marines](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=60#5530 "[INFO]

Name: Allied Marines
Difficulty: Easy-Hard (Based off weapons used & if you disable Friendly Flag. They are intended to help the Player)
Connection: Doom, Ally Marines, Cooperative Gameplay in Single Player
Summon: MarineAlly"xx" (Fist, Pistol, MG, CG, SG, Minigun, Chainsaw, Plasma, Rocket, BFG9000, SSG, Railgun, HSMissile, GL, BFG10K, Flamethrower, Sniper)
Melee: Yes (Melee Marine & Chainsaw Marine)
Distance: Hitscan, Projectile, Explosive, Railgun, Seeker, Fire.
Type: Human, Marines, Allies
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
Submitted by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette
Sprites: ID Software, DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag
Sprite Edit: DBJ87
Brightmaps Edit: DBJ87
SFX: Custom, That_One_Doom_Mod, Doom3, CthulhuCultist, Tormentor667, Skulltag Team, Eriance, Raven Software, Rise of the Triad, Xim, Doom64
Idea Base: Own Idea, yuraofthehairfan

[DESCRIPTION]
17 Allied Marines with extensive behaviour changes including shooting, reaction timing, movement speed & parameters, tracking & targeting as well as a Large
Arsenal of weapons to assist the Player. Also includes Captive Marines & Colour Blend templates to increase diversity as Allies or additional Enemies.

All the Marines by default, have 200% Health, varied pain chances & internal Flags to change shooting behaviour.
(Full Descriptions & Credits on File's INFO & CREDITS)

//Melee/Punch: MarineAllyFist
-Attacks with fast, powerful punches.
-Has a charge attack, making him jump very quickly towards targets.
-Can use the jump attack to climb up low walls.

//Pistol: MarineAllyPistol
Has 2 sets of firing modes making the most of his wimpy weapon.
-A standard single shot, usually his main offence.
-A Quick burst of 3 shots.

//Machinegun: MarineAllyMG
Standard Infantry. Has 2 firing modes.
-A 3 Burst Shot, usually his main offence.
-A Rapid-Fire shot like the Chaingunner.

//Chaingun: MarineAllyCG
-Marine that uses a Chaingun

//Shotgun: MarineAllySG
-Marine that uses a Shotgun

//Minigun: MarineAllyMinigun
-Marine that uses a Minigun, faster & double damage output of the Chaingunner.

//Chainsaw: MarineAllyChainsaw
-Marine that uses a Chainsaw

//Plasmagun: MarineAllyPlasma
-Marine that uses a Plasmagun.
-Set to stand & fire repeatedly when attacking.

//Rocket Launcher: MarineAllyRocket
-Marine that uses a Rocket Launcher, with 2 attacks. A single shot or 3 Rockets are fired like the Cyberdemon.
-Retreats to get a clearer shot if targets are too close.

//BFG-9000: MarineAllyBFG9000
-Marine armed with the BFG-9000. Be aware of Tracer Damage.
-Careful placement recommended, there is a high risk of Friendly Fire.

//Super-Shotgun MarineAllySSG
-Marine that uses a Super-Shotgun.

//Railgun: MarineAllyRailgun
-Stationary Sniper when attacking, uses the Railgun.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

//Bombardier: MarineAllyHSMissile
-Shoots a Fast & Accurate Homing Missile.
-Retreats to get a clearer shot if targets are too close.

//Grenadier: MarineAllyGL
-Fires timed Grenades using Skulltag based Grenade Launcher.
-Retreats to get a clearer shot if targets are too close.

//BFG-10K: MarineAllyBFG10K
-Marine that uses the BFG-10K.
-Set to stand & fire repeatedly when attacking.
-Careful placement recommended as Damage behaviour matches Skulltag's BFG-10K.
-Retreats to get a clearer shot if targets are too close.

//Flamethrower: MarineAllyFlamethrower
-Attacks with a powerful, Mid-Range Flamethrower.
-Careful placement recommended. Fire spawned after hitting targets can damage the player.

//Sniper: MarineAllySniper:
-Stationary Sniper when attacking, Bullets fired as fast projectiles dealing mid to high damage.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

This Submission also includes 15 Tested Colour Blends, listed with a tutorial, that can be added to a Marine's decorate to change it's colour. This Submission is offering a more stable & versatile roster to choose from, instead of overpowered marines that will kill everything , leaving you standing with nothing to do, it is trying to offer more co-operative gameplay. Credit (and thank you) also goes to yuraofthehairfan.

[CAPTIVE MARINES]
Bound Marines that can be killed by enemies & killed by you for a couple of Stimpacks (you Monster!) or freed if you activate them. The Spawned Marines are exactly the same as their counterparts, meaning Health is reset to 200% & they will follow & help you as normal. They will arm themselves (randomly) with 1 of 9 Weapons:
- Fist
- Pistol
- Machinegun
- Chaingun
- Shotgun
- Chainsaw
- Minigun
- Plasmagun
- Super-Shotgun

Radius is larger than the standard Allies to help with placement & activation at a safer distance (if you stand too close or something solid gets in their way, they will not appear (due to collision set-up) when the freed marines are spawned). Credit (and thank you) also goes to yuraofthehairfan.

[UPDATE HISTORY]

[15/05/17]
-Bug Fix on Ally 17's XDeath. Sprites OP were used twice in Extreme Death Sequence.
-Decorate & additional notes checked over.

[16/05/17]
-Activation Radius for Captive Marines increased from Default (20) to 40 (tested at 32, 48 & 56), allowing quicker access to saving Marines & reducing chances of losing them due to collision checks in place.
-Updated notes on Captive Marines. Regarding activation & placement.

[19/05/17]
-Extreme Death Sprite bug on BFG Marine fixed. (Non-Existent Sprite was put into Decorate ending)
-Wander Loop cycle shortened to reduce file size. (On all Marines that use it)

If there's any issues let me know, otherwise I consider this completed.

[PREVIEW]

[DOWNLOAD] Allied Marines Pack
http://www.m*diafire.com/file/t4ha2hco1i9bx1a/Allied_Marines_Pack.zip")*

> MagicWazard wrote: So, is this pretty much "finished" for now?

Yes, it's finished.

 Last edit: 9 years 4 months ago by DBJ87. Reason: Confirmation on Submission's Status

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81ODgtc3VibWlzc2lvbi1hbGxpZWQtbWFyaW5lcz9zdGFydD02MA==&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **MagicWazard**
- ![MagicWazard's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar517.png)
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   9 years 2 months ago [\#5958](#5958) by MagicWazard  Replied by *MagicWazard* on topic *[\[SUBMISSION\]: Allied Marines](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=60#5958 "[INFO]

Name: Allied Marines
Difficulty: Easy-Hard (Based off weapons used & if you disable Friendly Flag. They are intended to help the Player)
Connection: Doom, Ally Marines, Cooperative Gameplay in Single Player
Summon: MarineAlly"xx" (Fist, Pistol, MG, CG, SG, Minigun, Chainsaw, Plasma, Rocket, BFG9000, SSG, Railgun, HSMissile, GL, BFG10K, Flamethrower, Sniper)
Melee: Yes (Melee Marine & Chainsaw Marine)
Distance: Hitscan, Projectile, Explosive, Railgun, Seeker, Fire.
Type: Human, Marines, Allies
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
Submitted by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette
Sprites: ID Software, DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag
Sprite Edit: DBJ87
Brightmaps Edit: DBJ87
SFX: Custom, That_One_Doom_Mod, Doom3, CthulhuCultist, Tormentor667, Skulltag Team, Eriance, Raven Software, Rise of the Triad, Xim, Doom64
Idea Base: Own Idea, yuraofthehairfan

[DESCRIPTION]
17 Allied Marines with extensive behaviour changes including shooting, reaction timing, movement speed & parameters, tracking & targeting as well as a Large
Arsenal of weapons to assist the Player. Also includes Captive Marines & Colour Blend templates to increase diversity as Allies or additional Enemies.

All the Marines by default, have 200% Health, varied pain chances & internal Flags to change shooting behaviour.
(Full Descriptions & Credits on File's INFO & CREDITS)

//Melee/Punch: MarineAllyFist
-Attacks with fast, powerful punches.
-Has a charge attack, making him jump very quickly towards targets.
-Can use the jump attack to climb up low walls.

//Pistol: MarineAllyPistol
Has 2 sets of firing modes making the most of his wimpy weapon.
-A standard single shot, usually his main offence.
-A Quick burst of 3 shots.

//Machinegun: MarineAllyMG
Standard Infantry. Has 2 firing modes.
-A 3 Burst Shot, usually his main offence.
-A Rapid-Fire shot like the Chaingunner.

//Chaingun: MarineAllyCG
-Marine that uses a Chaingun

//Shotgun: MarineAllySG
-Marine that uses a Shotgun

//Minigun: MarineAllyMinigun
-Marine that uses a Minigun, faster & double damage output of the Chaingunner.

//Chainsaw: MarineAllyChainsaw
-Marine that uses a Chainsaw

//Plasmagun: MarineAllyPlasma
-Marine that uses a Plasmagun.
-Set to stand & fire repeatedly when attacking.

//Rocket Launcher: MarineAllyRocket
-Marine that uses a Rocket Launcher, with 2 attacks. A single shot or 3 Rockets are fired like the Cyberdemon.
-Retreats to get a clearer shot if targets are too close.

//BFG-9000: MarineAllyBFG9000
-Marine armed with the BFG-9000. Be aware of Tracer Damage.
-Careful placement recommended, there is a high risk of Friendly Fire.

//Super-Shotgun MarineAllySSG
-Marine that uses a Super-Shotgun.

//Railgun: MarineAllyRailgun
-Stationary Sniper when attacking, uses the Railgun.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

//Bombardier: MarineAllyHSMissile
-Shoots a Fast & Accurate Homing Missile.
-Retreats to get a clearer shot if targets are too close.

//Grenadier: MarineAllyGL
-Fires timed Grenades using Skulltag based Grenade Launcher.
-Retreats to get a clearer shot if targets are too close.

//BFG-10K: MarineAllyBFG10K
-Marine that uses the BFG-10K.
-Set to stand & fire repeatedly when attacking.
-Careful placement recommended as Damage behaviour matches Skulltag's BFG-10K.
-Retreats to get a clearer shot if targets are too close.

//Flamethrower: MarineAllyFlamethrower
-Attacks with a powerful, Mid-Range Flamethrower.
-Careful placement recommended. Fire spawned after hitting targets can damage the player.

//Sniper: MarineAllySniper:
-Stationary Sniper when attacking, Bullets fired as fast projectiles dealing mid to high damage.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

This Submission also includes 15 Tested Colour Blends, listed with a tutorial, that can be added to a Marine's decorate to change it's colour. This Submission is offering a more stable & versatile roster to choose from, instead of overpowered marines that will kill everything , leaving you standing with nothing to do, it is trying to offer more co-operative gameplay. Credit (and thank you) also goes to yuraofthehairfan.

[CAPTIVE MARINES]
Bound Marines that can be killed by enemies & killed by you for a couple of Stimpacks (you Monster!) or freed if you activate them. The Spawned Marines are exactly the same as their counterparts, meaning Health is reset to 200% & they will follow & help you as normal. They will arm themselves (randomly) with 1 of 9 Weapons:
- Fist
- Pistol
- Machinegun
- Chaingun
- Shotgun
- Chainsaw
- Minigun
- Plasmagun
- Super-Shotgun

Radius is larger than the standard Allies to help with placement & activation at a safer distance (if you stand too close or something solid gets in their way, they will not appear (due to collision set-up) when the freed marines are spawned). Credit (and thank you) also goes to yuraofthehairfan.

[UPDATE HISTORY]

[15/05/17]
-Bug Fix on Ally 17's XDeath. Sprites OP were used twice in Extreme Death Sequence.
-Decorate & additional notes checked over.

[16/05/17]
-Activation Radius for Captive Marines increased from Default (20) to 40 (tested at 32, 48 & 56), allowing quicker access to saving Marines & reducing chances of losing them due to collision checks in place.
-Updated notes on Captive Marines. Regarding activation & placement.

[19/05/17]
-Extreme Death Sprite bug on BFG Marine fixed. (Non-Existent Sprite was put into Decorate ending)
-Wander Loop cycle shortened to reduce file size. (On all Marines that use it)

If there's any issues let me know, otherwise I consider this completed.

[PREVIEW]

[DOWNLOAD] Allied Marines Pack
http://www.m*diafire.com/file/t4ha2hco1i9bx1a/Allied_Marines_Pack.zip")*

 So, is everybody else OK with this as it stands currently?

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81ODgtc3VibWlzc2lvbi1hbGxpZWQtbWFyaW5lcz9zdGFydD02MA==&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

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   9 years 2 months ago [\#5965](#5965) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[SUBMISSION\]: Allied Marines](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=60#5965 "[INFO]

Name: Allied Marines
Difficulty: Easy-Hard (Based off weapons used & if you disable Friendly Flag. They are intended to help the Player)
Connection: Doom, Ally Marines, Cooperative Gameplay in Single Player
Summon: MarineAlly"xx" (Fist, Pistol, MG, CG, SG, Minigun, Chainsaw, Plasma, Rocket, BFG9000, SSG, Railgun, HSMissile, GL, BFG10K, Flamethrower, Sniper)
Melee: Yes (Melee Marine & Chainsaw Marine)
Distance: Hitscan, Projectile, Explosive, Railgun, Seeker, Fire.
Type: Human, Marines, Allies
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
Submitted by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette
Sprites: ID Software, DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag
Sprite Edit: DBJ87
Brightmaps Edit: DBJ87
SFX: Custom, That_One_Doom_Mod, Doom3, CthulhuCultist, Tormentor667, Skulltag Team, Eriance, Raven Software, Rise of the Triad, Xim, Doom64
Idea Base: Own Idea, yuraofthehairfan

[DESCRIPTION]
17 Allied Marines with extensive behaviour changes including shooting, reaction timing, movement speed & parameters, tracking & targeting as well as a Large
Arsenal of weapons to assist the Player. Also includes Captive Marines & Colour Blend templates to increase diversity as Allies or additional Enemies.

All the Marines by default, have 200% Health, varied pain chances & internal Flags to change shooting behaviour.
(Full Descriptions & Credits on File's INFO & CREDITS)

//Melee/Punch: MarineAllyFist
-Attacks with fast, powerful punches.
-Has a charge attack, making him jump very quickly towards targets.
-Can use the jump attack to climb up low walls.

//Pistol: MarineAllyPistol
Has 2 sets of firing modes making the most of his wimpy weapon.
-A standard single shot, usually his main offence.
-A Quick burst of 3 shots.

//Machinegun: MarineAllyMG
Standard Infantry. Has 2 firing modes.
-A 3 Burst Shot, usually his main offence.
-A Rapid-Fire shot like the Chaingunner.

//Chaingun: MarineAllyCG
-Marine that uses a Chaingun

//Shotgun: MarineAllySG
-Marine that uses a Shotgun

//Minigun: MarineAllyMinigun
-Marine that uses a Minigun, faster & double damage output of the Chaingunner.

//Chainsaw: MarineAllyChainsaw
-Marine that uses a Chainsaw

//Plasmagun: MarineAllyPlasma
-Marine that uses a Plasmagun.
-Set to stand & fire repeatedly when attacking.

//Rocket Launcher: MarineAllyRocket
-Marine that uses a Rocket Launcher, with 2 attacks. A single shot or 3 Rockets are fired like the Cyberdemon.
-Retreats to get a clearer shot if targets are too close.

//BFG-9000: MarineAllyBFG9000
-Marine armed with the BFG-9000. Be aware of Tracer Damage.
-Careful placement recommended, there is a high risk of Friendly Fire.

//Super-Shotgun MarineAllySSG
-Marine that uses a Super-Shotgun.

//Railgun: MarineAllyRailgun
-Stationary Sniper when attacking, uses the Railgun.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

//Bombardier: MarineAllyHSMissile
-Shoots a Fast & Accurate Homing Missile.
-Retreats to get a clearer shot if targets are too close.

//Grenadier: MarineAllyGL
-Fires timed Grenades using Skulltag based Grenade Launcher.
-Retreats to get a clearer shot if targets are too close.

//BFG-10K: MarineAllyBFG10K
-Marine that uses the BFG-10K.
-Set to stand & fire repeatedly when attacking.
-Careful placement recommended as Damage behaviour matches Skulltag's BFG-10K.
-Retreats to get a clearer shot if targets are too close.

//Flamethrower: MarineAllyFlamethrower
-Attacks with a powerful, Mid-Range Flamethrower.
-Careful placement recommended. Fire spawned after hitting targets can damage the player.

//Sniper: MarineAllySniper:
-Stationary Sniper when attacking, Bullets fired as fast projectiles dealing mid to high damage.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

This Submission also includes 15 Tested Colour Blends, listed with a tutorial, that can be added to a Marine's decorate to change it's colour. This Submission is offering a more stable & versatile roster to choose from, instead of overpowered marines that will kill everything , leaving you standing with nothing to do, it is trying to offer more co-operative gameplay. Credit (and thank you) also goes to yuraofthehairfan.

[CAPTIVE MARINES]
Bound Marines that can be killed by enemies & killed by you for a couple of Stimpacks (you Monster!) or freed if you activate them. The Spawned Marines are exactly the same as their counterparts, meaning Health is reset to 200% & they will follow & help you as normal. They will arm themselves (randomly) with 1 of 9 Weapons:
- Fist
- Pistol
- Machinegun
- Chaingun
- Shotgun
- Chainsaw
- Minigun
- Plasmagun
- Super-Shotgun

Radius is larger than the standard Allies to help with placement & activation at a safer distance (if you stand too close or something solid gets in their way, they will not appear (due to collision set-up) when the freed marines are spawned). Credit (and thank you) also goes to yuraofthehairfan.

[UPDATE HISTORY]

[15/05/17]
-Bug Fix on Ally 17's XDeath. Sprites OP were used twice in Extreme Death Sequence.
-Decorate & additional notes checked over.

[16/05/17]
-Activation Radius for Captive Marines increased from Default (20) to 40 (tested at 32, 48 & 56), allowing quicker access to saving Marines & reducing chances of losing them due to collision checks in place.
-Updated notes on Captive Marines. Regarding activation & placement.

[19/05/17]
-Extreme Death Sprite bug on BFG Marine fixed. (Non-Existent Sprite was put into Decorate ending)
-Wander Loop cycle shortened to reduce file size. (On all Marines that use it)

If there's any issues let me know, otherwise I consider this completed.

[PREVIEW]

[DOWNLOAD] Allied Marines Pack
http://www.m*diafire.com/file/t4ha2hco1i9bx1a/Allied_Marines_Pack.zip")*

 I'm fine with it as long as it's bug-free.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81ODgtc3VibWlzc2lvbi1hbGxpZWQtbWFyaW5lcz9zdGFydD02MA==&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **Dreadopp**
- ![Dreadopp's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar65.gif)
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   9 years 2 months ago [\#5966](#5966) by Dreadopp  Replied by *Dreadopp* on topic *[\[SUBMISSION\]: Allied Marines](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=60#5966 "[INFO]

Name: Allied Marines
Difficulty: Easy-Hard (Based off weapons used & if you disable Friendly Flag. They are intended to help the Player)
Connection: Doom, Ally Marines, Cooperative Gameplay in Single Player
Summon: MarineAlly"xx" (Fist, Pistol, MG, CG, SG, Minigun, Chainsaw, Plasma, Rocket, BFG9000, SSG, Railgun, HSMissile, GL, BFG10K, Flamethrower, Sniper)
Melee: Yes (Melee Marine & Chainsaw Marine)
Distance: Hitscan, Projectile, Explosive, Railgun, Seeker, Fire.
Type: Human, Marines, Allies
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
Submitted by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette
Sprites: ID Software, DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag
Sprite Edit: DBJ87
Brightmaps Edit: DBJ87
SFX: Custom, That_One_Doom_Mod, Doom3, CthulhuCultist, Tormentor667, Skulltag Team, Eriance, Raven Software, Rise of the Triad, Xim, Doom64
Idea Base: Own Idea, yuraofthehairfan

[DESCRIPTION]
17 Allied Marines with extensive behaviour changes including shooting, reaction timing, movement speed & parameters, tracking & targeting as well as a Large
Arsenal of weapons to assist the Player. Also includes Captive Marines & Colour Blend templates to increase diversity as Allies or additional Enemies.

All the Marines by default, have 200% Health, varied pain chances & internal Flags to change shooting behaviour.
(Full Descriptions & Credits on File's INFO & CREDITS)

//Melee/Punch: MarineAllyFist
-Attacks with fast, powerful punches.
-Has a charge attack, making him jump very quickly towards targets.
-Can use the jump attack to climb up low walls.

//Pistol: MarineAllyPistol
Has 2 sets of firing modes making the most of his wimpy weapon.
-A standard single shot, usually his main offence.
-A Quick burst of 3 shots.

//Machinegun: MarineAllyMG
Standard Infantry. Has 2 firing modes.
-A 3 Burst Shot, usually his main offence.
-A Rapid-Fire shot like the Chaingunner.

//Chaingun: MarineAllyCG
-Marine that uses a Chaingun

//Shotgun: MarineAllySG
-Marine that uses a Shotgun

//Minigun: MarineAllyMinigun
-Marine that uses a Minigun, faster & double damage output of the Chaingunner.

//Chainsaw: MarineAllyChainsaw
-Marine that uses a Chainsaw

//Plasmagun: MarineAllyPlasma
-Marine that uses a Plasmagun.
-Set to stand & fire repeatedly when attacking.

//Rocket Launcher: MarineAllyRocket
-Marine that uses a Rocket Launcher, with 2 attacks. A single shot or 3 Rockets are fired like the Cyberdemon.
-Retreats to get a clearer shot if targets are too close.

//BFG-9000: MarineAllyBFG9000
-Marine armed with the BFG-9000. Be aware of Tracer Damage.
-Careful placement recommended, there is a high risk of Friendly Fire.

//Super-Shotgun MarineAllySSG
-Marine that uses a Super-Shotgun.

//Railgun: MarineAllyRailgun
-Stationary Sniper when attacking, uses the Railgun.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

//Bombardier: MarineAllyHSMissile
-Shoots a Fast & Accurate Homing Missile.
-Retreats to get a clearer shot if targets are too close.

//Grenadier: MarineAllyGL
-Fires timed Grenades using Skulltag based Grenade Launcher.
-Retreats to get a clearer shot if targets are too close.

//BFG-10K: MarineAllyBFG10K
-Marine that uses the BFG-10K.
-Set to stand & fire repeatedly when attacking.
-Careful placement recommended as Damage behaviour matches Skulltag's BFG-10K.
-Retreats to get a clearer shot if targets are too close.

//Flamethrower: MarineAllyFlamethrower
-Attacks with a powerful, Mid-Range Flamethrower.
-Careful placement recommended. Fire spawned after hitting targets can damage the player.

//Sniper: MarineAllySniper:
-Stationary Sniper when attacking, Bullets fired as fast projectiles dealing mid to high damage.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

This Submission also includes 15 Tested Colour Blends, listed with a tutorial, that can be added to a Marine's decorate to change it's colour. This Submission is offering a more stable & versatile roster to choose from, instead of overpowered marines that will kill everything , leaving you standing with nothing to do, it is trying to offer more co-operative gameplay. Credit (and thank you) also goes to yuraofthehairfan.

[CAPTIVE MARINES]
Bound Marines that can be killed by enemies & killed by you for a couple of Stimpacks (you Monster!) or freed if you activate them. The Spawned Marines are exactly the same as their counterparts, meaning Health is reset to 200% & they will follow & help you as normal. They will arm themselves (randomly) with 1 of 9 Weapons:
- Fist
- Pistol
- Machinegun
- Chaingun
- Shotgun
- Chainsaw
- Minigun
- Plasmagun
- Super-Shotgun

Radius is larger than the standard Allies to help with placement & activation at a safer distance (if you stand too close or something solid gets in their way, they will not appear (due to collision set-up) when the freed marines are spawned). Credit (and thank you) also goes to yuraofthehairfan.

[UPDATE HISTORY]

[15/05/17]
-Bug Fix on Ally 17's XDeath. Sprites OP were used twice in Extreme Death Sequence.
-Decorate & additional notes checked over.

[16/05/17]
-Activation Radius for Captive Marines increased from Default (20) to 40 (tested at 32, 48 & 56), allowing quicker access to saving Marines & reducing chances of losing them due to collision checks in place.
-Updated notes on Captive Marines. Regarding activation & placement.

[19/05/17]
-Extreme Death Sprite bug on BFG Marine fixed. (Non-Existent Sprite was put into Decorate ending)
-Wander Loop cycle shortened to reduce file size. (On all Marines that use it)

If there's any issues let me know, otherwise I consider this completed.

[PREVIEW]

[DOWNLOAD] Allied Marines Pack
http://www.m*diafire.com/file/t4ha2hco1i9bx1a/Allied_Marines_Pack.zip")*

 I noticed that the sniper ally has a few repeated frames in the XDeath state (looks like P and Q).

While I was testing again, I swear one of them played the XDeath state and then disappeared, but I'm not sure which one it was because I spawned all of them in the same room. There are some that use "stop" in the XDeath state while others don't. Not 100% sure if that causes any bugs though.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81ODgtc3VibWlzc2lvbi1hbGxpZWQtbWFyaW5lcz9zdGFydD02MA==&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **DBJ87**
- ![DBJ87's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar4113.png) Topic Author
- Wicked
- ![Wicked](https://www.realm667.com/media/kunena/ranks/rank_81_wicked.png)

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   9 years 2 months ago - 9 years 2 months ago [\#5967](#5967) by DBJ87  Replied by *DBJ87* on topic *[\[SUBMISSION\]: Allied Marines](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=60#5967 "[INFO]

Name: Allied Marines
Difficulty: Easy-Hard (Based off weapons used & if you disable Friendly Flag. They are intended to help the Player)
Connection: Doom, Ally Marines, Cooperative Gameplay in Single Player
Summon: MarineAlly"xx" (Fist, Pistol, MG, CG, SG, Minigun, Chainsaw, Plasma, Rocket, BFG9000, SSG, Railgun, HSMissile, GL, BFG10K, Flamethrower, Sniper)
Melee: Yes (Melee Marine & Chainsaw Marine)
Distance: Hitscan, Projectile, Explosive, Railgun, Seeker, Fire.
Type: Human, Marines, Allies
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
Submitted by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette
Sprites: ID Software, DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag
Sprite Edit: DBJ87
Brightmaps Edit: DBJ87
SFX: Custom, That_One_Doom_Mod, Doom3, CthulhuCultist, Tormentor667, Skulltag Team, Eriance, Raven Software, Rise of the Triad, Xim, Doom64
Idea Base: Own Idea, yuraofthehairfan

[DESCRIPTION]
17 Allied Marines with extensive behaviour changes including shooting, reaction timing, movement speed & parameters, tracking & targeting as well as a Large
Arsenal of weapons to assist the Player. Also includes Captive Marines & Colour Blend templates to increase diversity as Allies or additional Enemies.

All the Marines by default, have 200% Health, varied pain chances & internal Flags to change shooting behaviour.
(Full Descriptions & Credits on File's INFO & CREDITS)

//Melee/Punch: MarineAllyFist
-Attacks with fast, powerful punches.
-Has a charge attack, making him jump very quickly towards targets.
-Can use the jump attack to climb up low walls.

//Pistol: MarineAllyPistol
Has 2 sets of firing modes making the most of his wimpy weapon.
-A standard single shot, usually his main offence.
-A Quick burst of 3 shots.

//Machinegun: MarineAllyMG
Standard Infantry. Has 2 firing modes.
-A 3 Burst Shot, usually his main offence.
-A Rapid-Fire shot like the Chaingunner.

//Chaingun: MarineAllyCG
-Marine that uses a Chaingun

//Shotgun: MarineAllySG
-Marine that uses a Shotgun

//Minigun: MarineAllyMinigun
-Marine that uses a Minigun, faster & double damage output of the Chaingunner.

//Chainsaw: MarineAllyChainsaw
-Marine that uses a Chainsaw

//Plasmagun: MarineAllyPlasma
-Marine that uses a Plasmagun.
-Set to stand & fire repeatedly when attacking.

//Rocket Launcher: MarineAllyRocket
-Marine that uses a Rocket Launcher, with 2 attacks. A single shot or 3 Rockets are fired like the Cyberdemon.
-Retreats to get a clearer shot if targets are too close.

//BFG-9000: MarineAllyBFG9000
-Marine armed with the BFG-9000. Be aware of Tracer Damage.
-Careful placement recommended, there is a high risk of Friendly Fire.

//Super-Shotgun MarineAllySSG
-Marine that uses a Super-Shotgun.

//Railgun: MarineAllyRailgun
-Stationary Sniper when attacking, uses the Railgun.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

//Bombardier: MarineAllyHSMissile
-Shoots a Fast & Accurate Homing Missile.
-Retreats to get a clearer shot if targets are too close.

//Grenadier: MarineAllyGL
-Fires timed Grenades using Skulltag based Grenade Launcher.
-Retreats to get a clearer shot if targets are too close.

//BFG-10K: MarineAllyBFG10K
-Marine that uses the BFG-10K.
-Set to stand & fire repeatedly when attacking.
-Careful placement recommended as Damage behaviour matches Skulltag's BFG-10K.
-Retreats to get a clearer shot if targets are too close.

//Flamethrower: MarineAllyFlamethrower
-Attacks with a powerful, Mid-Range Flamethrower.
-Careful placement recommended. Fire spawned after hitting targets can damage the player.

//Sniper: MarineAllySniper:
-Stationary Sniper when attacking, Bullets fired as fast projectiles dealing mid to high damage.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

This Submission also includes 15 Tested Colour Blends, listed with a tutorial, that can be added to a Marine's decorate to change it's colour. This Submission is offering a more stable & versatile roster to choose from, instead of overpowered marines that will kill everything , leaving you standing with nothing to do, it is trying to offer more co-operative gameplay. Credit (and thank you) also goes to yuraofthehairfan.

[CAPTIVE MARINES]
Bound Marines that can be killed by enemies & killed by you for a couple of Stimpacks (you Monster!) or freed if you activate them. The Spawned Marines are exactly the same as their counterparts, meaning Health is reset to 200% & they will follow & help you as normal. They will arm themselves (randomly) with 1 of 9 Weapons:
- Fist
- Pistol
- Machinegun
- Chaingun
- Shotgun
- Chainsaw
- Minigun
- Plasmagun
- Super-Shotgun

Radius is larger than the standard Allies to help with placement & activation at a safer distance (if you stand too close or something solid gets in their way, they will not appear (due to collision set-up) when the freed marines are spawned). Credit (and thank you) also goes to yuraofthehairfan.

[UPDATE HISTORY]

[15/05/17]
-Bug Fix on Ally 17's XDeath. Sprites OP were used twice in Extreme Death Sequence.
-Decorate & additional notes checked over.

[16/05/17]
-Activation Radius for Captive Marines increased from Default (20) to 40 (tested at 32, 48 & 56), allowing quicker access to saving Marines & reducing chances of losing them due to collision checks in place.
-Updated notes on Captive Marines. Regarding activation & placement.

[19/05/17]
-Extreme Death Sprite bug on BFG Marine fixed. (Non-Existent Sprite was put into Decorate ending)
-Wander Loop cycle shortened to reduce file size. (On all Marines that use it)

If there's any issues let me know, otherwise I consider this completed.

[PREVIEW]

[DOWNLOAD] Allied Marines Pack
http://www.m*diafire.com/file/t4ha2hco1i9bx1a/Allied_Marines_Pack.zip")*

> Blue Shadow wrote: I'm fine with it as long as it's bug-free.

The only thing might see to be considered some a bug would be from the captured marines when activated, if you stay too close after activating them they'll just disappear. This is because I've set their spawned (freed) Marine to not Telefrag anything under it (to stop the Player from being crushed), so if you put them in a tight space or too closely together they'll just disappear instead of spawning a Marine.

But I think it's better that happen rather than have them kill you, anything beneath them or spawn in between walls, wonder around nowhere, like Lost Souls sometimes do. if you kill the Pain Elementals in cramped spaces. It's explained on the description of this forum post &amp; in a bit more detail on the file, but here's the code from the decorate explaining why they disappear.
Code:

ACTOR CaptiveAlly : SwitchableDecoration 11462 { //$Category Monsters //$Title Captive Ally Marine //$Sprite BDOMA0 Radius 16 Height 40 Health 100 Mass 9001 PAINSOUND "Ally/Pain" DEATHSOUND "Ally/Death" DropItem "Stimpack" DropItem "Stimpack" +SOLID +SHOOTABLE +USESPECIAL //Please read CAPTIVES for more info on setting Captives up +FLOORCLIP States { Spawn: BDOM A 6 Loop Pain: BDOM A 6 A_Pain Death: TNT1 A 0 A_GiveInventory("SpawnerAlly",1) TNT1 A 0 A_Fall BDOM B 6 A_Scream BDOM CD 6 BDOM E -1 Goto Inactive Active: TNT1 A 0 A_JumpIfInventory("SpawnerAlly",1,"Inactive") TNT1 A 0 A_ChangeFlag("Solid",0) CPTV F 10 Goto Freedom Inactive: BDOM E -1 Stop Freedom: TNT1 A 0 A_GiveInventory("SpawnerAlly",1) CPTV F 20 A_Jump(256,"Freedom1","Freedom2","Freedom3","Freedom4","Freedom5","Freedom6","Freedom7","Freedom8","Freedom9") Freedom1: TNT1 A 0 A_SpawnItemEX("MarineAllyFist",0,0,16) Stop Freedom2: TNT1 A 0 A_SpawnItemEX("MarineAllyPistol",0,0,16) Stop Freedom3: TNT1 A 0 A_SpawnItemEX("MarineAllyMG",0,0,16) Stop Freedom4: TNT1 A 0 A_SpawnItemEX("MarineAllyCG",0,0,16) Stop Freedom5: TNT1 A 0 A_SpawnItemEX("MarineAllySG",0,0,16) Stop Freedom6: TNT1 A 0 A_SpawnItemEX("MarineAllyMinigun",0,0,16) Stop Freedom7: TNT1 A 0 A_SpawnItemEX("MarineAllyChainsaw",0,0,16) Stop Freedom8: TNT1 A 0 A_SpawnItemEX("MarineAllyPlasma",0,0,16) Stop Freedom9: TNT1 A 0 A_SpawnItemEX("MarineAllySSG",0,0,16) Stop } } Actor SpawnerAlly : Inventory { Inventory.MaxAmount 1 } //Given after Activation or on Death so you can't activate a dead Captive Marine

You can backpedal or strafe out of the way (walking or running) of the freed Marine fast enough to let them jump in to help, but if the delay between freedom &amp; joining is too short I'll increase it.

 Last edit: 9 years 2 months ago by DBJ87.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81ODgtc3VibWlzc2lvbi1hbGxpZWQtbWFyaW5lcz9zdGFydD02MA==&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **DBJ87**
- ![DBJ87's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar4113.png) Topic Author
- Wicked
- ![Wicked](https://www.realm667.com/media/kunena/ranks/rank_81_wicked.png)

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   9 years 2 months ago - 9 years 2 months ago [\#5969](#5969) by DBJ87  Replied by *DBJ87* on topic *[\[SUBMISSION\]: Allied Marines](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=60#5969 "[INFO]

Name: Allied Marines
Difficulty: Easy-Hard (Based off weapons used & if you disable Friendly Flag. They are intended to help the Player)
Connection: Doom, Ally Marines, Cooperative Gameplay in Single Player
Summon: MarineAlly"xx" (Fist, Pistol, MG, CG, SG, Minigun, Chainsaw, Plasma, Rocket, BFG9000, SSG, Railgun, HSMissile, GL, BFG10K, Flamethrower, Sniper)
Melee: Yes (Melee Marine & Chainsaw Marine)
Distance: Hitscan, Projectile, Explosive, Railgun, Seeker, Fire.
Type: Human, Marines, Allies
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
Submitted by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette
Sprites: ID Software, DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag
Sprite Edit: DBJ87
Brightmaps Edit: DBJ87
SFX: Custom, That_One_Doom_Mod, Doom3, CthulhuCultist, Tormentor667, Skulltag Team, Eriance, Raven Software, Rise of the Triad, Xim, Doom64
Idea Base: Own Idea, yuraofthehairfan

[DESCRIPTION]
17 Allied Marines with extensive behaviour changes including shooting, reaction timing, movement speed & parameters, tracking & targeting as well as a Large
Arsenal of weapons to assist the Player. Also includes Captive Marines & Colour Blend templates to increase diversity as Allies or additional Enemies.

All the Marines by default, have 200% Health, varied pain chances & internal Flags to change shooting behaviour.
(Full Descriptions & Credits on File's INFO & CREDITS)

//Melee/Punch: MarineAllyFist
-Attacks with fast, powerful punches.
-Has a charge attack, making him jump very quickly towards targets.
-Can use the jump attack to climb up low walls.

//Pistol: MarineAllyPistol
Has 2 sets of firing modes making the most of his wimpy weapon.
-A standard single shot, usually his main offence.
-A Quick burst of 3 shots.

//Machinegun: MarineAllyMG
Standard Infantry. Has 2 firing modes.
-A 3 Burst Shot, usually his main offence.
-A Rapid-Fire shot like the Chaingunner.

//Chaingun: MarineAllyCG
-Marine that uses a Chaingun

//Shotgun: MarineAllySG
-Marine that uses a Shotgun

//Minigun: MarineAllyMinigun
-Marine that uses a Minigun, faster & double damage output of the Chaingunner.

//Chainsaw: MarineAllyChainsaw
-Marine that uses a Chainsaw

//Plasmagun: MarineAllyPlasma
-Marine that uses a Plasmagun.
-Set to stand & fire repeatedly when attacking.

//Rocket Launcher: MarineAllyRocket
-Marine that uses a Rocket Launcher, with 2 attacks. A single shot or 3 Rockets are fired like the Cyberdemon.
-Retreats to get a clearer shot if targets are too close.

//BFG-9000: MarineAllyBFG9000
-Marine armed with the BFG-9000. Be aware of Tracer Damage.
-Careful placement recommended, there is a high risk of Friendly Fire.

//Super-Shotgun MarineAllySSG
-Marine that uses a Super-Shotgun.

//Railgun: MarineAllyRailgun
-Stationary Sniper when attacking, uses the Railgun.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

//Bombardier: MarineAllyHSMissile
-Shoots a Fast & Accurate Homing Missile.
-Retreats to get a clearer shot if targets are too close.

//Grenadier: MarineAllyGL
-Fires timed Grenades using Skulltag based Grenade Launcher.
-Retreats to get a clearer shot if targets are too close.

//BFG-10K: MarineAllyBFG10K
-Marine that uses the BFG-10K.
-Set to stand & fire repeatedly when attacking.
-Careful placement recommended as Damage behaviour matches Skulltag's BFG-10K.
-Retreats to get a clearer shot if targets are too close.

//Flamethrower: MarineAllyFlamethrower
-Attacks with a powerful, Mid-Range Flamethrower.
-Careful placement recommended. Fire spawned after hitting targets can damage the player.

//Sniper: MarineAllySniper:
-Stationary Sniper when attacking, Bullets fired as fast projectiles dealing mid to high damage.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

This Submission also includes 15 Tested Colour Blends, listed with a tutorial, that can be added to a Marine's decorate to change it's colour. This Submission is offering a more stable & versatile roster to choose from, instead of overpowered marines that will kill everything , leaving you standing with nothing to do, it is trying to offer more co-operative gameplay. Credit (and thank you) also goes to yuraofthehairfan.

[CAPTIVE MARINES]
Bound Marines that can be killed by enemies & killed by you for a couple of Stimpacks (you Monster!) or freed if you activate them. The Spawned Marines are exactly the same as their counterparts, meaning Health is reset to 200% & they will follow & help you as normal. They will arm themselves (randomly) with 1 of 9 Weapons:
- Fist
- Pistol
- Machinegun
- Chaingun
- Shotgun
- Chainsaw
- Minigun
- Plasmagun
- Super-Shotgun

Radius is larger than the standard Allies to help with placement & activation at a safer distance (if you stand too close or something solid gets in their way, they will not appear (due to collision set-up) when the freed marines are spawned). Credit (and thank you) also goes to yuraofthehairfan.

[UPDATE HISTORY]

[15/05/17]
-Bug Fix on Ally 17's XDeath. Sprites OP were used twice in Extreme Death Sequence.
-Decorate & additional notes checked over.

[16/05/17]
-Activation Radius for Captive Marines increased from Default (20) to 40 (tested at 32, 48 & 56), allowing quicker access to saving Marines & reducing chances of losing them due to collision checks in place.
-Updated notes on Captive Marines. Regarding activation & placement.

[19/05/17]
-Extreme Death Sprite bug on BFG Marine fixed. (Non-Existent Sprite was put into Decorate ending)
-Wander Loop cycle shortened to reduce file size. (On all Marines that use it)

If there's any issues let me know, otherwise I consider this completed.

[PREVIEW]

[DOWNLOAD] Allied Marines Pack
http://www.m*diafire.com/file/t4ha2hco1i9bx1a/Allied_Marines_Pack.zip")*

> Dreadopp wrote: I noticed that the sniper ally has a few repeated frames in the XDeath state (looks like P and Q).
>
> While I was testing again, I swear one of them played the XDeath state and then disappeared, but I'm not sure which one it was because I spawned all of them in the same room. There are some that use "stop" in the XDeath state while others don't. Not 100% sure if that causes any bugs though.

I'll take a look at the Sniper Marine's decorate, I've not seen this happen before.

[Edit]
I found the error. PQ were put into the Decorate Twice. Code:

XDeath: AL17 O 5 AL17 P 5 A_XScream AL17 Q 5 A_NoBlocking AL17 PQRSTUVW 5 AL17 X -1 Stop } }

[Edit]
I've uploaded the fix. Bug Fix on Ally 17's XDeath. Thank you for pointing that out. ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

 Last edit: 9 years 2 months ago by DBJ87.

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   9 years 2 months ago [\#5977](#5977) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[SUBMISSION\]: Allied Marines](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=60#5977 "[INFO]

Name: Allied Marines
Difficulty: Easy-Hard (Based off weapons used & if you disable Friendly Flag. They are intended to help the Player)
Connection: Doom, Ally Marines, Cooperative Gameplay in Single Player
Summon: MarineAlly"xx" (Fist, Pistol, MG, CG, SG, Minigun, Chainsaw, Plasma, Rocket, BFG9000, SSG, Railgun, HSMissile, GL, BFG10K, Flamethrower, Sniper)
Melee: Yes (Melee Marine & Chainsaw Marine)
Distance: Hitscan, Projectile, Explosive, Railgun, Seeker, Fire.
Type: Human, Marines, Allies
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
Submitted by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette
Sprites: ID Software, DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag
Sprite Edit: DBJ87
Brightmaps Edit: DBJ87
SFX: Custom, That_One_Doom_Mod, Doom3, CthulhuCultist, Tormentor667, Skulltag Team, Eriance, Raven Software, Rise of the Triad, Xim, Doom64
Idea Base: Own Idea, yuraofthehairfan

[DESCRIPTION]
17 Allied Marines with extensive behaviour changes including shooting, reaction timing, movement speed & parameters, tracking & targeting as well as a Large
Arsenal of weapons to assist the Player. Also includes Captive Marines & Colour Blend templates to increase diversity as Allies or additional Enemies.

All the Marines by default, have 200% Health, varied pain chances & internal Flags to change shooting behaviour.
(Full Descriptions & Credits on File's INFO & CREDITS)

//Melee/Punch: MarineAllyFist
-Attacks with fast, powerful punches.
-Has a charge attack, making him jump very quickly towards targets.
-Can use the jump attack to climb up low walls.

//Pistol: MarineAllyPistol
Has 2 sets of firing modes making the most of his wimpy weapon.
-A standard single shot, usually his main offence.
-A Quick burst of 3 shots.

//Machinegun: MarineAllyMG
Standard Infantry. Has 2 firing modes.
-A 3 Burst Shot, usually his main offence.
-A Rapid-Fire shot like the Chaingunner.

//Chaingun: MarineAllyCG
-Marine that uses a Chaingun

//Shotgun: MarineAllySG
-Marine that uses a Shotgun

//Minigun: MarineAllyMinigun
-Marine that uses a Minigun, faster & double damage output of the Chaingunner.

//Chainsaw: MarineAllyChainsaw
-Marine that uses a Chainsaw

//Plasmagun: MarineAllyPlasma
-Marine that uses a Plasmagun.
-Set to stand & fire repeatedly when attacking.

//Rocket Launcher: MarineAllyRocket
-Marine that uses a Rocket Launcher, with 2 attacks. A single shot or 3 Rockets are fired like the Cyberdemon.
-Retreats to get a clearer shot if targets are too close.

//BFG-9000: MarineAllyBFG9000
-Marine armed with the BFG-9000. Be aware of Tracer Damage.
-Careful placement recommended, there is a high risk of Friendly Fire.

//Super-Shotgun MarineAllySSG
-Marine that uses a Super-Shotgun.

//Railgun: MarineAllyRailgun
-Stationary Sniper when attacking, uses the Railgun.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

//Bombardier: MarineAllyHSMissile
-Shoots a Fast & Accurate Homing Missile.
-Retreats to get a clearer shot if targets are too close.

//Grenadier: MarineAllyGL
-Fires timed Grenades using Skulltag based Grenade Launcher.
-Retreats to get a clearer shot if targets are too close.

//BFG-10K: MarineAllyBFG10K
-Marine that uses the BFG-10K.
-Set to stand & fire repeatedly when attacking.
-Careful placement recommended as Damage behaviour matches Skulltag's BFG-10K.
-Retreats to get a clearer shot if targets are too close.

//Flamethrower: MarineAllyFlamethrower
-Attacks with a powerful, Mid-Range Flamethrower.
-Careful placement recommended. Fire spawned after hitting targets can damage the player.

//Sniper: MarineAllySniper:
-Stationary Sniper when attacking, Bullets fired as fast projectiles dealing mid to high damage.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

This Submission also includes 15 Tested Colour Blends, listed with a tutorial, that can be added to a Marine's decorate to change it's colour. This Submission is offering a more stable & versatile roster to choose from, instead of overpowered marines that will kill everything , leaving you standing with nothing to do, it is trying to offer more co-operative gameplay. Credit (and thank you) also goes to yuraofthehairfan.

[CAPTIVE MARINES]
Bound Marines that can be killed by enemies & killed by you for a couple of Stimpacks (you Monster!) or freed if you activate them. The Spawned Marines are exactly the same as their counterparts, meaning Health is reset to 200% & they will follow & help you as normal. They will arm themselves (randomly) with 1 of 9 Weapons:
- Fist
- Pistol
- Machinegun
- Chaingun
- Shotgun
- Chainsaw
- Minigun
- Plasmagun
- Super-Shotgun

Radius is larger than the standard Allies to help with placement & activation at a safer distance (if you stand too close or something solid gets in their way, they will not appear (due to collision set-up) when the freed marines are spawned). Credit (and thank you) also goes to yuraofthehairfan.

[UPDATE HISTORY]

[15/05/17]
-Bug Fix on Ally 17's XDeath. Sprites OP were used twice in Extreme Death Sequence.
-Decorate & additional notes checked over.

[16/05/17]
-Activation Radius for Captive Marines increased from Default (20) to 40 (tested at 32, 48 & 56), allowing quicker access to saving Marines & reducing chances of losing them due to collision checks in place.
-Updated notes on Captive Marines. Regarding activation & placement.

[19/05/17]
-Extreme Death Sprite bug on BFG Marine fixed. (Non-Existent Sprite was put into Decorate ending)
-Wander Loop cycle shortened to reduce file size. (On all Marines that use it)

If there's any issues let me know, otherwise I consider this completed.

[PREVIEW]

[DOWNLOAD] Allied Marines Pack
http://www.m*diafire.com/file/t4ha2hco1i9bx1a/Allied_Marines_Pack.zip")*

> DBJ87 wrote: The only thing might see to be considered some a bug would be from the captured marines when activated...

Set the radius of the captive marine actor to match (or slightly exceedes) that of the actual marine actors.

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- **DBJ87**
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   9 years 2 months ago - 9 years 2 months ago [\#5978](#5978) by DBJ87  Replied by *DBJ87* on topic *[\[SUBMISSION\]: Allied Marines](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=60#5978 "[INFO]

Name: Allied Marines
Difficulty: Easy-Hard (Based off weapons used & if you disable Friendly Flag. They are intended to help the Player)
Connection: Doom, Ally Marines, Cooperative Gameplay in Single Player
Summon: MarineAlly"xx" (Fist, Pistol, MG, CG, SG, Minigun, Chainsaw, Plasma, Rocket, BFG9000, SSG, Railgun, HSMissile, GL, BFG10K, Flamethrower, Sniper)
Melee: Yes (Melee Marine & Chainsaw Marine)
Distance: Hitscan, Projectile, Explosive, Railgun, Seeker, Fire.
Type: Human, Marines, Allies
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
Submitted by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette
Sprites: ID Software, DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag
Sprite Edit: DBJ87
Brightmaps Edit: DBJ87
SFX: Custom, That_One_Doom_Mod, Doom3, CthulhuCultist, Tormentor667, Skulltag Team, Eriance, Raven Software, Rise of the Triad, Xim, Doom64
Idea Base: Own Idea, yuraofthehairfan

[DESCRIPTION]
17 Allied Marines with extensive behaviour changes including shooting, reaction timing, movement speed & parameters, tracking & targeting as well as a Large
Arsenal of weapons to assist the Player. Also includes Captive Marines & Colour Blend templates to increase diversity as Allies or additional Enemies.

All the Marines by default, have 200% Health, varied pain chances & internal Flags to change shooting behaviour.
(Full Descriptions & Credits on File's INFO & CREDITS)

//Melee/Punch: MarineAllyFist
-Attacks with fast, powerful punches.
-Has a charge attack, making him jump very quickly towards targets.
-Can use the jump attack to climb up low walls.

//Pistol: MarineAllyPistol
Has 2 sets of firing modes making the most of his wimpy weapon.
-A standard single shot, usually his main offence.
-A Quick burst of 3 shots.

//Machinegun: MarineAllyMG
Standard Infantry. Has 2 firing modes.
-A 3 Burst Shot, usually his main offence.
-A Rapid-Fire shot like the Chaingunner.

//Chaingun: MarineAllyCG
-Marine that uses a Chaingun

//Shotgun: MarineAllySG
-Marine that uses a Shotgun

//Minigun: MarineAllyMinigun
-Marine that uses a Minigun, faster & double damage output of the Chaingunner.

//Chainsaw: MarineAllyChainsaw
-Marine that uses a Chainsaw

//Plasmagun: MarineAllyPlasma
-Marine that uses a Plasmagun.
-Set to stand & fire repeatedly when attacking.

//Rocket Launcher: MarineAllyRocket
-Marine that uses a Rocket Launcher, with 2 attacks. A single shot or 3 Rockets are fired like the Cyberdemon.
-Retreats to get a clearer shot if targets are too close.

//BFG-9000: MarineAllyBFG9000
-Marine armed with the BFG-9000. Be aware of Tracer Damage.
-Careful placement recommended, there is a high risk of Friendly Fire.

//Super-Shotgun MarineAllySSG
-Marine that uses a Super-Shotgun.

//Railgun: MarineAllyRailgun
-Stationary Sniper when attacking, uses the Railgun.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

//Bombardier: MarineAllyHSMissile
-Shoots a Fast & Accurate Homing Missile.
-Retreats to get a clearer shot if targets are too close.

//Grenadier: MarineAllyGL
-Fires timed Grenades using Skulltag based Grenade Launcher.
-Retreats to get a clearer shot if targets are too close.

//BFG-10K: MarineAllyBFG10K
-Marine that uses the BFG-10K.
-Set to stand & fire repeatedly when attacking.
-Careful placement recommended as Damage behaviour matches Skulltag's BFG-10K.
-Retreats to get a clearer shot if targets are too close.

//Flamethrower: MarineAllyFlamethrower
-Attacks with a powerful, Mid-Range Flamethrower.
-Careful placement recommended. Fire spawned after hitting targets can damage the player.

//Sniper: MarineAllySniper:
-Stationary Sniper when attacking, Bullets fired as fast projectiles dealing mid to high damage.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

This Submission also includes 15 Tested Colour Blends, listed with a tutorial, that can be added to a Marine's decorate to change it's colour. This Submission is offering a more stable & versatile roster to choose from, instead of overpowered marines that will kill everything , leaving you standing with nothing to do, it is trying to offer more co-operative gameplay. Credit (and thank you) also goes to yuraofthehairfan.

[CAPTIVE MARINES]
Bound Marines that can be killed by enemies & killed by you for a couple of Stimpacks (you Monster!) or freed if you activate them. The Spawned Marines are exactly the same as their counterparts, meaning Health is reset to 200% & they will follow & help you as normal. They will arm themselves (randomly) with 1 of 9 Weapons:
- Fist
- Pistol
- Machinegun
- Chaingun
- Shotgun
- Chainsaw
- Minigun
- Plasmagun
- Super-Shotgun

Radius is larger than the standard Allies to help with placement & activation at a safer distance (if you stand too close or something solid gets in their way, they will not appear (due to collision set-up) when the freed marines are spawned). Credit (and thank you) also goes to yuraofthehairfan.

[UPDATE HISTORY]

[15/05/17]
-Bug Fix on Ally 17's XDeath. Sprites OP were used twice in Extreme Death Sequence.
-Decorate & additional notes checked over.

[16/05/17]
-Activation Radius for Captive Marines increased from Default (20) to 40 (tested at 32, 48 & 56), allowing quicker access to saving Marines & reducing chances of losing them due to collision checks in place.
-Updated notes on Captive Marines. Regarding activation & placement.

[19/05/17]
-Extreme Death Sprite bug on BFG Marine fixed. (Non-Existent Sprite was put into Decorate ending)
-Wander Loop cycle shortened to reduce file size. (On all Marines that use it)

If there's any issues let me know, otherwise I consider this completed.

[PREVIEW]

[DOWNLOAD] Allied Marines Pack
http://www.m*diafire.com/file/t4ha2hco1i9bx1a/Allied_Marines_Pack.zip")*

> Blue Shadow wrote:
>
> > DBJ87 wrote: The only thing might see to be considered some a bug would be from the captured marines when activated...
>
> Set the radius of the captive marine actor to match (or slightly exceeds) that of the actual marine actors.

Thank you, I've set the Activation Radius for Captive Marines from Default (20) to 40 (tested at 32, 48 &amp; 56). I'd recommend 32 or 40 (40 is most balanced though) but if users want easier activation anything up to 56 is as high as I'd suggest they go. ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

Height is also set to 56 (same as a standing Marine) simply to help make setting everything up more simpler, it doesn't change the spawned Ally's height etc.

The player has less chance of losing the marines when activated &amp; the increased radius makes spacing them out (when adding them) a lot simpler to manage.

 Last edit: 9 years 2 months ago by DBJ87.

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- **Dreadopp**
- ![Dreadopp's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar65.gif)
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   9 years 2 months ago [\#6002](#6002) by Dreadopp  Replied by *Dreadopp* on topic *[\[SUBMISSION\]: Allied Marines](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=60#6002 "[INFO]

Name: Allied Marines
Difficulty: Easy-Hard (Based off weapons used & if you disable Friendly Flag. They are intended to help the Player)
Connection: Doom, Ally Marines, Cooperative Gameplay in Single Player
Summon: MarineAlly"xx" (Fist, Pistol, MG, CG, SG, Minigun, Chainsaw, Plasma, Rocket, BFG9000, SSG, Railgun, HSMissile, GL, BFG10K, Flamethrower, Sniper)
Melee: Yes (Melee Marine & Chainsaw Marine)
Distance: Hitscan, Projectile, Explosive, Railgun, Seeker, Fire.
Type: Human, Marines, Allies
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
Submitted by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette
Sprites: ID Software, DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag
Sprite Edit: DBJ87
Brightmaps Edit: DBJ87
SFX: Custom, That_One_Doom_Mod, Doom3, CthulhuCultist, Tormentor667, Skulltag Team, Eriance, Raven Software, Rise of the Triad, Xim, Doom64
Idea Base: Own Idea, yuraofthehairfan

[DESCRIPTION]
17 Allied Marines with extensive behaviour changes including shooting, reaction timing, movement speed & parameters, tracking & targeting as well as a Large
Arsenal of weapons to assist the Player. Also includes Captive Marines & Colour Blend templates to increase diversity as Allies or additional Enemies.

All the Marines by default, have 200% Health, varied pain chances & internal Flags to change shooting behaviour.
(Full Descriptions & Credits on File's INFO & CREDITS)

//Melee/Punch: MarineAllyFist
-Attacks with fast, powerful punches.
-Has a charge attack, making him jump very quickly towards targets.
-Can use the jump attack to climb up low walls.

//Pistol: MarineAllyPistol
Has 2 sets of firing modes making the most of his wimpy weapon.
-A standard single shot, usually his main offence.
-A Quick burst of 3 shots.

//Machinegun: MarineAllyMG
Standard Infantry. Has 2 firing modes.
-A 3 Burst Shot, usually his main offence.
-A Rapid-Fire shot like the Chaingunner.

//Chaingun: MarineAllyCG
-Marine that uses a Chaingun

//Shotgun: MarineAllySG
-Marine that uses a Shotgun

//Minigun: MarineAllyMinigun
-Marine that uses a Minigun, faster & double damage output of the Chaingunner.

//Chainsaw: MarineAllyChainsaw
-Marine that uses a Chainsaw

//Plasmagun: MarineAllyPlasma
-Marine that uses a Plasmagun.
-Set to stand & fire repeatedly when attacking.

//Rocket Launcher: MarineAllyRocket
-Marine that uses a Rocket Launcher, with 2 attacks. A single shot or 3 Rockets are fired like the Cyberdemon.
-Retreats to get a clearer shot if targets are too close.

//BFG-9000: MarineAllyBFG9000
-Marine armed with the BFG-9000. Be aware of Tracer Damage.
-Careful placement recommended, there is a high risk of Friendly Fire.

//Super-Shotgun MarineAllySSG
-Marine that uses a Super-Shotgun.

//Railgun: MarineAllyRailgun
-Stationary Sniper when attacking, uses the Railgun.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

//Bombardier: MarineAllyHSMissile
-Shoots a Fast & Accurate Homing Missile.
-Retreats to get a clearer shot if targets are too close.

//Grenadier: MarineAllyGL
-Fires timed Grenades using Skulltag based Grenade Launcher.
-Retreats to get a clearer shot if targets are too close.

//BFG-10K: MarineAllyBFG10K
-Marine that uses the BFG-10K.
-Set to stand & fire repeatedly when attacking.
-Careful placement recommended as Damage behaviour matches Skulltag's BFG-10K.
-Retreats to get a clearer shot if targets are too close.

//Flamethrower: MarineAllyFlamethrower
-Attacks with a powerful, Mid-Range Flamethrower.
-Careful placement recommended. Fire spawned after hitting targets can damage the player.

//Sniper: MarineAllySniper:
-Stationary Sniper when attacking, Bullets fired as fast projectiles dealing mid to high damage.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

This Submission also includes 15 Tested Colour Blends, listed with a tutorial, that can be added to a Marine's decorate to change it's colour. This Submission is offering a more stable & versatile roster to choose from, instead of overpowered marines that will kill everything , leaving you standing with nothing to do, it is trying to offer more co-operative gameplay. Credit (and thank you) also goes to yuraofthehairfan.

[CAPTIVE MARINES]
Bound Marines that can be killed by enemies & killed by you for a couple of Stimpacks (you Monster!) or freed if you activate them. The Spawned Marines are exactly the same as their counterparts, meaning Health is reset to 200% & they will follow & help you as normal. They will arm themselves (randomly) with 1 of 9 Weapons:
- Fist
- Pistol
- Machinegun
- Chaingun
- Shotgun
- Chainsaw
- Minigun
- Plasmagun
- Super-Shotgun

Radius is larger than the standard Allies to help with placement & activation at a safer distance (if you stand too close or something solid gets in their way, they will not appear (due to collision set-up) when the freed marines are spawned). Credit (and thank you) also goes to yuraofthehairfan.

[UPDATE HISTORY]

[15/05/17]
-Bug Fix on Ally 17's XDeath. Sprites OP were used twice in Extreme Death Sequence.
-Decorate & additional notes checked over.

[16/05/17]
-Activation Radius for Captive Marines increased from Default (20) to 40 (tested at 32, 48 & 56), allowing quicker access to saving Marines & reducing chances of losing them due to collision checks in place.
-Updated notes on Captive Marines. Regarding activation & placement.

[19/05/17]
-Extreme Death Sprite bug on BFG Marine fixed. (Non-Existent Sprite was put into Decorate ending)
-Wander Loop cycle shortened to reduce file size. (On all Marines that use it)

If there's any issues let me know, otherwise I consider this completed.

[PREVIEW]

[DOWNLOAD] Allied Marines Pack
http://www.m*diafire.com/file/t4ha2hco1i9bx1a/Allied_Marines_Pack.zip")*

 Thanks for the updates. I did some more testing on this today and it seems pretty good now. I found that the BFG 9000 marine is the one that disappears when he enters his XDeath state.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81ODgtc3VibWlzc2lvbi1hbGxpZWQtbWFyaW5lcz9zdGFydD02MA==&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

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