Problems With Summoned Marines
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Talon Builder
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Problems With Summoned Marines
I recently made a custom Necronomicon weapon using some resources from the weapon resource wad. The primary fire is a simple resurrection spell that raises the nearest monster as an ally, but the main attraction, and the part I need help with, is the secondary fire, which summons a ghostly marine to fight for you.
I tested them in offline multiplayer, and they seem to be loyal only to the player that spawned them, so if you summon them in a multiplayer game, they'll attack enemy players and get frags for you.
Now, the problem I'm having is that all the marine ghosts look the same, so if several players start using them, things are going to get very confusing very fast. So my question is, since you can customize your own color in ZDoom, would it be possible to edit the ghost marines so that their armor color matches the color of the player that spawned them?
By the way, the ghost marines inherit their code from the marine actors included in ZDoom.
I tested them in offline multiplayer, and they seem to be loyal only to the player that spawned them, so if you summon them in a multiplayer game, they'll attack enemy players and get frags for you.
Now, the problem I'm having is that all the marine ghosts look the same, so if several players start using them, things are going to get very confusing very fast. So my question is, since you can customize your own color in ZDoom, would it be possible to edit the ghost marines so that their armor color matches the color of the player that spawned them?
By the way, the ghost marines inherit their code from the marine actors included in ZDoom.
RE: Problems With Summoned Marines
SXF_TRANSFERTRANSLATION — Transfer Translation: The spawned actor will use the same color translation as the parent.
SXF_TRANSFERPOINTERS — Transfers the calling actor's master, target, and tracer fields to the spawned actor. Note that SXF_SETMASTER has the last word for the master field.
Used as flags for A_SpawnItemEx.
Btw, the marines won't attack other players in deathmatch.
SXF_TRANSFERPOINTERS — Transfers the calling actor's master, target, and tracer fields to the spawned actor. Note that SXF_SETMASTER has the last word for the master field.
Used as flags for A_SpawnItemEx.
Btw, the marines won't attack other players in deathmatch.
Last edited by Ænima on Mon Nov 04, 2013 10:31 pm, edited 1 time in total.
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RE: Problems With Summoned Marines
I don't think we have SXF_TRANSFERPOINTERS yet.Ænima wrote: SXF_TRANSFERTRANSLATION — Transfer Translation: The spawned actor will use the same color translation as the parent.
SXF_TRANSFERPOINTERS — Transfers the calling actor's master, target, and tracer fields to the spawned actor. Note that SXF_SETMASTER has the last word for the master field.
Used as flags for A_SpawnItemEx.
Btw, the marines won't attack other players in deathmatch.
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Talon Builder
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RE: Problems With Summoned Marines
I'm still new at editing in DECORATE, so forgive me if I'm being stupid, but I'm not sure how to implement that into the code. The marines don't spawn directly from me, they spawn from an invisible projectile that the necronomicon fires. I had to do it that way to randomly spawn marines with different weapons. I couldn't figure out how to randomize the spawning if they spawned directly from me.
Also, I tested it myself in Skulltag and Zandronum. The marines DO attack enemy players, and the player that summoned them gets the credit. In fact, I did some more testing just to be sure, and I found out that literally any monster spawned with "summonfriend" will attack enemy players. I tested it with shotgun zombies, chaingun zombies, imps, demons, barons, revenants, and archviles. Am I really the first person to find out about this?
Also, I tested it myself in Skulltag and Zandronum. The marines DO attack enemy players, and the player that summoned them gets the credit. In fact, I did some more testing just to be sure, and I found out that literally any monster spawned with "summonfriend" will attack enemy players. I tested it with shotgun zombies, chaingun zombies, imps, demons, barons, revenants, and archviles. Am I really the first person to find out about this?
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RE: Problems With Summoned Marines
Many entire MODS made over the past several years are based around this functionality.Talon Builder wrote:Am I really the first person to find out about this?
We don't.Ivan wrote:I don't think we have SXF_TRANSFERPOINTERS yet.
- Torr Samaho
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RE: Problems With Summoned Marines
The current 2.0 beta builds should support it.Ivan wrote: I don't think we have SXF_TRANSFERPOINTERS yet.
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RE: Problems With Summoned Marines
Stop teasing the hell out of me already.Torr Samaho wrote: The current 2.0 beta builds should support it.
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Talon Builder
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RE: Problems With Summoned Marines
Just to clarify, the ghost marines are spawned from an invisible projectile that the weapon fires, so technically, that invisible projectile is the ghost marines' parent object, not the player, and all of my attempts to have the marines spawn directly from the player have failed. Any help would be greatly appreciated.
I also noticed that in game modes like CTF and Skulltag, the marines ignore your allies and attack only your enemies, but in modes like team DM and team LMS, they attack friend and foe alike. What's up with that?
I also noticed that in game modes like CTF and Skulltag, the marines ignore your allies and attack only your enemies, but in modes like team DM and team LMS, they attack friend and foe alike. What's up with that?