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[Update] Allied Marines Pack

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1 month 3 weeks ago #11 by Gothic
Replied by Gothic on topic [Update] Allied Marines Pack
The console shows several errors with the Shield Marine's burst fire. Also the way it works is very weird, it's not like it has a shield, it just has a small hitbox. How about giving it an invulnerable state when close to its target or after taking damage? Think of a smarter version of the Hell Warrior.

The marines that backpedal if their target is too close should attack after doing so, otherwise if they get cornered they will not do anything.

For the grenade, if you want it to explode after a short time, you should use Reactiontime and A_Countdown instead of jumping to its Death state, that way it will play its death sound and it will stop spawning particles.
Code:
ACTOR MarineGrenade { Projectile Radius 11 Height 8 Speed 22 Damage 15 BounceType Hexen BounceSound "Ally/GrenadeBounce" DeathSound "Ally/GrenadeBang" obituary "%o was blown up by a marine's grenade." Scale 1 Reactiontime 6 -NOGRAVITY +LOWGRAVITY +GRENADETRAIL +DEHEXPLOSION States     {     Spawn:         MGRN A 4 A_Countdown         Loop     Death:         TNT1 A 0 A_Stop         TNT1 A 0 A_NoGravity         MISL B 8 bright A_Explode(128,96)         MISL C 6 bright         MISL D 4 bright         stop     } }
I changed the ROCKETTRAIL flag for GRENADETRAIL, but if you like the other flag better then you can revert it.

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  • DBJ87
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1 month 3 weeks ago - 1 month 1 week ago #12 by DBJ87
Replied by DBJ87 on topic [Update] Allied Marines Pack

The console shows several errors with the Shield Marine's burst fire. Also the way it works is very weird, it's not like it has a shield, it just has a small hitbox. How about giving it an invulnerable state when close to its target or after taking damage? Think of a smarter version of the Hell Warrior.

The marines that backpedal if their target is too close should attack after doing so, otherwise if they get cornered they will not do anything.

For the grenade, if you want it to explode after a short time, you should use Reactiontime and A_Countdown instead of jumping to its Death state, that way it will play its death sound and it will stop spawning particles.

I changed the ROCKETTRAIL flag for GRENADETRAIL, but if you like the other flag better then you can revert it.







 
Thanks for the feedback, The Riot Shield Marine is completely experimental & the idea suggested of a temporary invulnerable state like Hell Warrior before attacking & after taking damage was something that I had thought about, but I wasn't sure if that would be unbalanced. I've dropped the Marine's health back down to 200 (same as the rest) now he will be using Invulnerability states before shooting & after entering Pain State like the Hell Warrior does. I've had a look at the burst fire attack too, made it the preferred Close - Mid range attack instead of jumping randomly from Missile state so the marine will be more aggressive at close range.

I've also noticed Height & Width wasn't defined, explaining the small hitbox issue, sorry abut that, this was a complete oversight as all Marines inherit attributes from a "base" actor in the WADs I'm working on which this Marine was created for (majority of flags then changed for each Marine respectively).

As for the Grenade Launcher Marine's attack changes, I've added those you've suggested, the grenade will now be on a timer, can also bounce on water +BOUNCEONWATER flag added & while the chances of the Grenade hitting the ceiling a very low, I've added the +SKYEXPLODDE flag too.

I like the idea of Marines retreating firing a shot or two in defence when fleeing Melee attacks, something I'll definitely add as this gives them a bit more of a fighting chance (a lot of Marines in my full custom 37 Marine roster flee at close range as they do here, so this will be very useful for my ongoing projects too) but it would help if you can suggest how to implement this I'd really appreciate any help, Marines using Explosives or the BFG 10K will still need to prioritise getting as far away as possible over attacking or they'll just blow themselves up. Thanks again for the feedback. 

I've uploaded recent changes (below & on 1st post) excluding the idea of retreating marines attacking as suggested as right now, I can't figure out a balanced way to implement this without A_CheckRange / A_CheckSight / A_JumpIfCloser which will lower the marines intent on trying to evade melee attacks more & I didn't want to leave this post with no recent changes made to show some suggestions & recommendations made are being taken on board & carried out.

The Riot Shield Marine & Grenadier have had changes mentioned above put in place.

File Attachment:

File Name: Ally Marin...ate).zip
File Size:2,159 KB
Last edit: 1 month 1 week ago by DBJ87. Reason: Updated response with information on what I've fixed & uploaded the next updated file.

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