#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_rejected.png) \[Submission\] Holographic Decoy

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- **davidraven**
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   10 years 2 months ago [\#4089](#4089) by davidraven  *[\[Submission\] Holographic Decoy](https://www.realm667.com/forum/closed-submissions/712-submission-holographic-decoy#4089 "Information:

Name: Holographic Decoy
Type: Inventory item
Palette: PNG
Summon: HolographicDecoy
Use type: Inventory
Duration: 14 seconds
Added States: No
ACS: No

Credits:
Submitted: DavidRaven
Decorate: DavidRaven
GLDefs: DavidRaven
Sounds: freesounds.org
Sprites: DavidRaven
Sprite Edit: DavidRaven
Idea Base: Doom(2016)

Description:
A portable holographic projector developed by UAC, it emits the (almost) perfect image replica of a marine. While it can't deceive the enhanced sense of smell of zombies and demons, it may work on human opponents...

(Note: it won't work on AI enemies, but it may be useful for deathmatchs :) )

Download link:
https://www.dropbox.com/s/1fg9c2c84hvkjyx/HolographicDecoy.zip?dl=0")* was created by *davidraven*

 Information:
Name: Holographic Decoy
Type: Inventory item
Palette: PNG
Summon: HolographicDecoy
Use type: Inventory
Duration: 14 seconds
Added States: No
ACS: No

Credits:
Submitted: DavidRaven
Decorate: DavidRaven
GLDefs: DavidRaven
Sounds: freesounds.org
Sprites: DavidRaven
Sprite Edit: DavidRaven
Idea Base: Doom(2016)

Description:
A portable holographic projector developed by UAC, it emits the (almost) perfect image replica of a marine. While it can't deceive the enhanced sense of smell of zombies and demons, it may work on human opponents...

(Note: it won't work on AI enemies, but it may be useful for deathmatchs ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)") )

Download link:
https://www.dropbox.com/s/1fg9c2c84hvkjyx/HolographicDecoy.zip?dl=0

- [ holopreview1.png ![holopreview1.png](https://www.realm667.com/forum/attachment/495?download=1) ](https://www.realm667.com/forum/attachment/495?download=1 "holopreview1.png") [ ](https://www.realm667.com/forum/attachment/495?download=1 "holopreview1.png")
- [ holopreview2.png ![holopreview2.png](https://www.realm667.com/forum/attachment/496?download=1) ](https://www.realm667.com/forum/attachment/496?download=1 "holopreview2.png") [ ](https://www.realm667.com/forum/attachment/496?download=1 "holopreview2.png")

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- **MagicWazard**
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   10 years 2 months ago - 10 years 2 months ago [\#4094](#4094) by MagicWazard  Replied by *MagicWazard* on topic *[\[Submission\] Holographic Decoy](https://www.realm667.com/forum/closed-submissions/712-submission-holographic-decoy#4094 "Information:

Name: Holographic Decoy
Type: Inventory item
Palette: PNG
Summon: HolographicDecoy
Use type: Inventory
Duration: 14 seconds
Added States: No
ACS: No

Credits:
Submitted: DavidRaven
Decorate: DavidRaven
GLDefs: DavidRaven
Sounds: freesounds.org
Sprites: DavidRaven
Sprite Edit: DavidRaven
Idea Base: Doom(2016)

Description:
A portable holographic projector developed by UAC, it emits the (almost) perfect image replica of a marine. While it can't deceive the enhanced sense of smell of zombies and demons, it may work on human opponents...

(Note: it won't work on AI enemies, but it may be useful for deathmatchs :) )

Download link:
https://www.dropbox.com/s/1fg9c2c84hvkjyx/HolographicDecoy.zip?dl=0")*

 Here's a thought. How about adding the flag SXF_TRANSFERTRANSLATION to the SpawnItemEx function calls in HolographicDecoy and ActiveDecoy? This way, the ActiveDecoy will have the same suit color as the player that spawned it; if he is always green, but all the participating players are using different color suits, then it's not going to fool anybody. ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)") (Note that this will also cause the "light" effect on the HolographicDecoy actor to be translated, but this is probably preferable, since the light should match the color of the Marine Decoy it's projecting.)

 Warning: Spoiler!

 Also, I have a crazy idea for how this could work against AI:
*Make it a monster, and friendly.
*Make it periodically look for enemy monsters, and have it fire an invisible, soundless attack that doesn't trigger pain, but gets the monster's attention, so the monster may attack the decoy instead of the player.

The downside to this approach, if it works, is that the monster will presumably attack the decoy until it "dies", instead of possibly losing interest/figuring out the trick and resuming attack on the player. So here's a suggestion involving ACS:
*When the Decoy is spawned, assign it a TID (probably using [ UniqueTID](http://zdoom.org/wiki/UniqueTID), and assign that TID to a variable.
*Have the invisible attack give an inventory item to the monster, and have that item perform [ Thing\_Hate](http://zdoom.org/wiki/Thing_Hate) on the monster, with the TID of the "hatee" being the variable that contains the TID of the Decoy. Limit the MaxAmount of the inventory item to 1.
*After a random amount of time, have the inventory item call A_ClearTarget on the monster so that it gives up attacking the Decoy and may resume attacking the player.
*Allow the inventory item to remain in the monster's possession until the lifespan of the Decoy has passed, so it can't receive another from the same Decoy, and doesn't try to attack the same Decoy again--then, remove the item from the monster so that it could potentially be fooled by a different Decoy.

No, I don't know exactly how to code this to work, but it seems like it's possible, so I figured I'd make the suggestion.

 Last edit: 10 years 2 months ago by MagicWazard.

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- **davidraven**
- ![davidraven's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar275.png) Topic Author
- Wraith
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   10 years 2 months ago [\#4106](#4106) by davidraven  Replied by *davidraven* on topic *[\[Submission\] Holographic Decoy](https://www.realm667.com/forum/closed-submissions/712-submission-holographic-decoy#4106 "Information:

Name: Holographic Decoy
Type: Inventory item
Palette: PNG
Summon: HolographicDecoy
Use type: Inventory
Duration: 14 seconds
Added States: No
ACS: No

Credits:
Submitted: DavidRaven
Decorate: DavidRaven
GLDefs: DavidRaven
Sounds: freesounds.org
Sprites: DavidRaven
Sprite Edit: DavidRaven
Idea Base: Doom(2016)

Description:
A portable holographic projector developed by UAC, it emits the (almost) perfect image replica of a marine. While it can't deceive the enhanced sense of smell of zombies and demons, it may work on human opponents...

(Note: it won't work on AI enemies, but it may be useful for deathmatchs :) )

Download link:
https://www.dropbox.com/s/1fg9c2c84hvkjyx/HolographicDecoy.zip?dl=0")*

 Oh, didn't knew about SXF_TRANSFERTRANSLATION, i changed the code a bit and it works ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)") (but not for the light, so I left it white).

 Warning: Spoiler!

 Oh, I thought about the "friendly monster + invisible&amp;silent + nopain&amp;blood shot" combo but I was afraid it could be a bit unreliable since sometimes the monters fail to become hostile if hit (or, if I remember correctly, thay won't retaliate against another enemy if you have already hurt them). However, with the inventory item thing, it can become more reliable, I'll try it when I'll have a few time, thanks for the suggestion!

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   10 years 1 month ago [\#4188](#4188) by MagicWazard  Replied by *MagicWazard* on topic *[\[Submission\] Holographic Decoy](https://www.realm667.com/forum/closed-submissions/712-submission-holographic-decoy#4188 "Information:

Name: Holographic Decoy
Type: Inventory item
Palette: PNG
Summon: HolographicDecoy
Use type: Inventory
Duration: 14 seconds
Added States: No
ACS: No

Credits:
Submitted: DavidRaven
Decorate: DavidRaven
GLDefs: DavidRaven
Sounds: freesounds.org
Sprites: DavidRaven
Sprite Edit: DavidRaven
Idea Base: Doom(2016)

Description:
A portable holographic projector developed by UAC, it emits the (almost) perfect image replica of a marine. While it can't deceive the enhanced sense of smell of zombies and demons, it may work on human opponents...

(Note: it won't work on AI enemies, but it may be useful for deathmatchs :) )

Download link:
https://www.dropbox.com/s/1fg9c2c84hvkjyx/HolographicDecoy.zip?dl=0")*

 One more little nit-pick: the holographic decoy loops the running animation. This is physically impossible for a player to do without moving, which is another giveaway that this is just a decoy. I'd suggest instead taking the Duke 3D approach, and having it stand still, and periodically rotate, as though searching for targets; maybe even have it enter its attack frames periodically to give the appearance of shooting.

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   9 years 9 months ago [\#5007](#5007) by Dreadopp  Replied by *Dreadopp* on topic *[\[Submission\] Holographic Decoy](https://www.realm667.com/forum/closed-submissions/712-submission-holographic-decoy#5007 "Information:

Name: Holographic Decoy
Type: Inventory item
Palette: PNG
Summon: HolographicDecoy
Use type: Inventory
Duration: 14 seconds
Added States: No
ACS: No

Credits:
Submitted: DavidRaven
Decorate: DavidRaven
GLDefs: DavidRaven
Sounds: freesounds.org
Sprites: DavidRaven
Sprite Edit: DavidRaven
Idea Base: Doom(2016)

Description:
A portable holographic projector developed by UAC, it emits the (almost) perfect image replica of a marine. While it can't deceive the enhanced sense of smell of zombies and demons, it may work on human opponents...

(Note: it won't work on AI enemies, but it may be useful for deathmatchs :) )

Download link:
https://www.dropbox.com/s/1fg9c2c84hvkjyx/HolographicDecoy.zip?dl=0")*

 This is pretty cool. Any update regarding the post above?

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   9 years 6 months ago [\#5369](#5369) by Tormentor667  Replied by *Tormentor667* on topic *[\[Submission\] Holographic Decoy](https://www.realm667.com/forum/closed-submissions/712-submission-holographic-decoy#5369 "Information:

Name: Holographic Decoy
Type: Inventory item
Palette: PNG
Summon: HolographicDecoy
Use type: Inventory
Duration: 14 seconds
Added States: No
ACS: No

Credits:
Submitted: DavidRaven
Decorate: DavidRaven
GLDefs: DavidRaven
Sounds: freesounds.org
Sprites: DavidRaven
Sprite Edit: DavidRaven
Idea Base: Doom(2016)

Description:
A portable holographic projector developed by UAC, it emits the (almost) perfect image replica of a marine. While it can't deceive the enhanced sense of smell of zombies and demons, it may work on human opponents...

(Note: it won't work on AI enemies, but it may be useful for deathmatchs :) )

Download link:
https://www.dropbox.com/s/1fg9c2c84hvkjyx/HolographicDecoy.zip?dl=0")*

> MagicWazard wrote: One more little nit-pick: the holographic decoy loops the running animation. This is physically impossible for a player to do without moving, which is another giveaway that this is just a decoy. I'd suggest instead taking the Duke 3D approach, and having it stand still, and periodically rotate, as though searching for targets; maybe even have it enter its attack frames periodically to give the appearance of shooting.

I would love that addition as well

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   8 years 10 months ago [\#6486](#6486) by Dreadopp  Replied by *Dreadopp* on topic *[\[Submission\] Holographic Decoy](https://www.realm667.com/forum/closed-submissions/712-submission-holographic-decoy#6486 "Information:

Name: Holographic Decoy
Type: Inventory item
Palette: PNG
Summon: HolographicDecoy
Use type: Inventory
Duration: 14 seconds
Added States: No
ACS: No

Credits:
Submitted: DavidRaven
Decorate: DavidRaven
GLDefs: DavidRaven
Sounds: freesounds.org
Sprites: DavidRaven
Sprite Edit: DavidRaven
Idea Base: Doom(2016)

Description:
A portable holographic projector developed by UAC, it emits the (almost) perfect image replica of a marine. While it can't deceive the enhanced sense of smell of zombies and demons, it may work on human opponents...

(Note: it won't work on AI enemies, but it may be useful for deathmatchs :) )

Download link:
https://www.dropbox.com/s/1fg9c2c84hvkjyx/HolographicDecoy.zip?dl=0")*

 There hasn't been any update for a while now so I'm going to close this. Feel free to make another submission if you'd like to give this item go in the future. ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

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