Vegeta Posted November 12, 2003 Is it posible to make the scripted marines attack (I mean, fire projectiles, or bullets blast). Also, is it posible to walk around a predetermined patrol route EVEN if they see my position? 0 Share this post Link to post
Enjay Posted November 12, 2003 Randy Heit said:Marine thing types: 9100 Marine w/ Nothing 9101 Marine w/ Fist 9102 Marine w/ Berserk Fist 9103 Marine w/ Chainsaw 9104 Marine w/ Pistol 9105 Marine w/ Shotgun 9106 Marine w/ Super Shotgun 9107 Marine w/ Chaingun 9108 Marine w/ Rocket Launcher 9109 Marine w/ Plasma Rifle 9110 Marine w/ Railgun 9111 Marine w/ BFG 9000 To change the marine's weapon, use the SetMarineWeapon command: SetMarineWeapon (tid, weapon); Substitute one of the following for weapon: MARINEWEAPON_Dummy MARINEWEAPON_Fist MARINEWEAPON_BerserkFist MARINEWEAPON_Chainsaw MARINEWEAPON_Pistol MARINEWEAPON_Shotgun MARINEWEAPON_SuperShotgun MARINEWEAPON_Chaingun MARINEWEAPON_RocketLauncher MARINEWEAPON_PlasmaRifle MARINEWEAPON_Railgun MARINEWEAPON_BFG If you want a marine with a rocket launcher, you might also find this helpful: SetActorProperty (tid, APROP_Health, new-health); The marine's spawn health is only 100, they have no armor, and they have no sense to not fire when close to something. So if you get a marine with a rocket launcher in close quarters, he's almost sure to die unless you give him more health. Check zdefs.acs for other APROP_ values you can use. There's also a GetActorProperty (tid, property) command you can use to find out an actor's current value for a property. 0 Share this post Link to post
Enjay Posted November 12, 2003 Oh, and you may find using thing_hate useful for getting monsters (including marines) to wander around but ignore the player. Randy Heit said:I just got done enhancing Thing_Hate with a third parameter you can set like this: 0. Same behavior as before. 1. Monsters work like normal, except instead of looking for players, they look for monsters with the TID they're supposed to hate. They won't go after a monster unless they can see it first. After finishing off one monster, they look for more with the same TID. If they can't find any, they go back to sleep. They will ignore you unless you attack them, in which case they will target you like normal. 2. Same as 1, except they will chase after other monsters without needing to see them first. 3 - Hunt actors with given TID and also players 4 - Same as 3, but will go after monsters without seeing them first 5 - Hate actors with given TID and ignore player attacks 6 - Same as 5, but will go after enemies without seeing them first 0 Share this post Link to post
Vegeta Posted November 12, 2003 Thanks you so much, that was VERY helpful! By the way, is it posible to change the scripted marines uniform colour? without scripts? 0 Share this post Link to post
NiGHTMARE Posted November 12, 2003 Vegeta said:By the way, is it posible to change the scripted marines uniform colour? without scripts? AFAIK you just use CreateTranslation (ZDoom's colour translation ACS command) the same as you would with any item. For info on how to use CreateTranslation, have a search around either here or the ZDoom forum. 0 Share this post Link to post
Vegeta Posted November 13, 2003 I love that armed scripted marines. Does someone know a way to use the "scripted marine's super shotgun blast" codepointer in a monster? I mean, make a monster fire a ssg blast, without using the trick of "fire shotgun blast (duration 0), fire shotgun blast (duration 10)". 0 Share this post Link to post
The Ultimate DooMer Posted November 13, 2003 Nope. Not possible to use scripted marine codepointers in player attacks. 0 Share this post Link to post
Enjay Posted November 13, 2003 You can make a marine "wear" a different skin. Again you need to use ACS, but you could put together a skin to look like the monster you want, and then get the super shotgun marine to wear it. 0 Share this post Link to post