BloodAngel Posted June 2, 2005 I've downloaded the MBF Marines best friend mod and source code for it but am having problems getting it to work for Doom 2. If anyone could walk me through on how to get it to work that would be great. Also, is it possible to make a friendly bot that doesnt "strafe"? Otherwords it behaves more like a monster... How do you map the paths the bot takes through a level? Currently I'm very hard at work on a DOOM TC, this is the first problem I've run into. Though my TC is coming along good so far, without friendly bots it won't be complete. 0 Share this post Link to post
Quasar Posted June 2, 2005 MBF doesn't have "bots." It has a friendly AI variant of monster that looks for enemies instead of players, and follows the player when not fighting an enemy. They also do other things such as help each other when their HP gets low. This is nothing like the type of bots you'll find in zdoom or skulltag. They cannot follow paths more than any other thing, they don't pick up items meant for the player, and they're not awarded frags when in deathmatch mode. Also MBF isn't a "mod" that you can "use" with DOOM 2. It's a separate source port. You use mbf.exe instead of doom2.exe. If you want it to run DOOM II, you use the "-iwad doom2.wad" parameter on the command line. 0 Share this post Link to post
BloodAngel Posted June 2, 2005 Thank you for clearing that up. Ive tried running the MBF.exe even in dos, and I still cannot get it to work. Soon as I run the program, it exits and closes the window. Using either Edge or Zdoom, how could I reprogram a Monsters AI to not attack the player? 0 Share this post Link to post
TheDarkArchon Posted June 2, 2005 EDGE: Add this line to the actor in THINGS.DDFSIDE=1; ZDoom: Add the +FRIENDLY flag to the actor. (REQUIRES ZDOOM 2.0.90+) Tada!! 0 Share this post Link to post
BloodAngel Posted June 2, 2005 This is what I got. [ZOMBIEMAN:3004] SPAWNHEALTH=20; REACTION_TIME=0.23; SIDE=1; RADIUS=20; HEIGHT=56; SPEED=8; MASS=100; PAINCHANCE=78%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,DISLOYAL,ATTACK_HURTS; MINATTACK_CHANCE=22%; CASTORDER=2; CAST_TITLE=ZombiemanName; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=POSACT; DEATH_SOUND="PODTH?"; PAIN_SOUND=POPAIN; SIGHTING_SOUND="POSIT?"; OVERKILL_SOUND="SLOP"; DROPITEM=CLIP; RANGE_ATTACK=FORMER_HUMAN_PISTOL; It looks right to me, but for some reason they Zombieman is still attacking the player, and not attacking enemies? 0 Share this post Link to post
TheDarkArchon Posted June 2, 2005 Oh yeah, I forgot that you need to replace LOOKOUT with SUPPORT_LOOKOUT in the IDLE states. 0 Share this post Link to post
BloodAngel Posted June 2, 2005 Okay, now at least there only attacking me now if I shoot them. Let me try to explain what Im trying to acomplish. I want to have marines which follow you, and will shoot at any nearby enemies which they see. I want them to not take damage from any weapon you accidently hit them with, and stay close to you throughout the level at a reasonible distance. Can this be done? If so, how? Thanx. -Bob 0 Share this post Link to post
TheDarkArchon Posted June 2, 2005 The "no damage" thing nor the continous following can't be done in EGDE yet. However, using the ULTRA_LOYAL flag, they won't hate you for shooting them. 0 Share this post Link to post
BloodAngel Posted June 2, 2005 Thanks again for answering my questions. :-) I was really hoping to do my TC in edge, but it looks like I'll have to use Zdoom now. Could you give me an example of how to, or what a Things.Dff script for a frienly marine which follows you would look like in Zdoom? Ive only used Zdoom once before, how much similar is it to Edge? 0 Share this post Link to post
TheDarkArchon Posted June 2, 2005 A sample marine ACTOR PlasmaRifleMarine 30006 { Health 100 Radius 16 Height 56 Speed 8 PainChance 255 SeeSound "marine/sight" ActiveSound "marine/active" DeathSound "marine/death" PainSound "marine/pain" TRANSLATION 0 MONSTER +FLOORCLIP +FRIENDLY Obituary "%o felt the energy of a plasma rifle marine" DropItem PlasmaRifle DropItem Cell 196 20 DropItem Cell 64 20 States { Spawn: GPOS AB 10 A_Look Loop See: GPOS AAAABBBBCCCCDDDD 1 A_Chase Loop Missile: GPOS E 8 A_FaceTarget GPOP A 2 A_CustomMissile ("PlasmaBall", 32, 0, 0) GPOS E 1 A_FaceTarget GPOS E 0 A_Jump(80, 2) GPOS E 0 A_CPosRefire Goto Missile+1 GPOS E 0 Goto See Pain: GPOS G 4 GPOS G 4 A_Pain Goto See Death: GPOS H 10 GPOS I 10 A_Scream GPOS J 10 A_Fall GPOS KLM 10 GPOS M -1 Stop XDeath: GPOS O 5 GPOS P 5 A_XScream GPOS Q 5 A_Fall GPOS RSTUV 5 GPOS W -1 Stop } } 0 Share this post Link to post
BloodAngel Posted June 2, 2005 I downloaded Zdoom, now how do I edit the Things.dff? When I load up the Zdoom wad in XWE, no dehacked things table shows up. Ive also tried loading up the .CFG files it came with in Whacked, which for some reason now is giving me a strange error... Also gave the Enternity engine a shot, because it says it supports MBF. When I try to load up the wad it says it cannot load the wad. Still having problems, any suggestions? 0 Share this post Link to post
BloodAngel Posted June 2, 2005 I found the reason why Ive been having so many problems. Ive been saving my maps in Zdoom Doom = Doom format instead of Doom = Hexen format. I now have the friendly soldiers that I wanted, they still dont however attack enemies on site. Is there a way to reprogram that? 0 Share this post Link to post
TheDarkArchon Posted June 2, 2005 Zdoom uses a system called DECORATE. Go here to learn more about it. For mapping, it is generally better to use the Hexen map format since it allows for arguments on line types, allows things to execute action speicals and allows the use of ACS. However, ZDoom's frinedly AI has a major bug if they hit you: They will start pasting the nearest wall. Likewise, harming yourself will make them attack you before pasting the nearest wall. 0 Share this post Link to post