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 [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items 
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
Okay, for the team deathmatch. Some research...
https://zdoom.org/wiki/TEAMINFO
https://zdoom.org/wiki/GetPlayerInfo

what a fucking nester! I need another fucking file copy.

case 1: block of switch block...
if-else statement, b/c of only two arguments afterwards, over...
GetPlayerInfo (int playernumber, int playerinfo) over ActivatorTID()/PlayerNumber as playernumber's tid (or something like that). PLAYERINFO_TEAM playerinfo retrieved.
Equalinglike that color code shit...
SpawnForced for each if, else-if, or else...
Break;...

This will go first, since it is actually easier to work with.
Wait a minute, I see a 'break stack overflow'?
Plus sv_maxteams can be maxed @ 4 if the map allows it.

---

As for the pig cop allies, I got several samples of the pig/L.A.R.D. tank.
Two variants that is from a Terminator Doom mod. One almost clean one (w/o the pig face) from a Brutal Doom mod. That one is cut up for tank design reasons. I don't want to put up bullet laser projectiles cuz it would look like tracers, which is a bit slow and shit. For the tank, it be the original, all black in screen. Its new name would be called a pig cop turret tank, since it doesn't look too mobile enough. It will repeatedly shoot 4 laser fastprojectiles, since its mounted weaponry ain't a chaingun. Otherwise, it would have to reload afterwards. Quite mech enough?

DAMN, I HATE THE ALTERNATE FIRE OF THE FUCKING TANK!
NO SPECIAL VISUAL EFFECTS TO WORK WITH ME!

---

But good news, I have the sprite cropped pig cop minigun, or pig cop captain!!! It's from a doom mod too!!! hApPy? No, the gun fire looks too shitty. Difference visible on zoom.
CANCEL PIG COP PROJECT UNTIL ENOUGH ACCEPTABLE PIG COP UNITS ARE AVAILABLE. I MIGHT FORGO THE GUN FIRE DUE TO WHIPLASH/JAWBROKE IN REPEAT FIRE NATURE. THEN, I MIGHT CONTINUE W/ MINIGUN, AND EVEN PIG COP BOSS (SHOOTS SOME ROCKET, WHATEVERS) IN THAT RESPECT. NO BASIC (NON-FLASHING) PIG TANK VARIANTS (1 ~ 2) EITHER. I WOULD GO WITH IT, BUT WITH JUST PIG COP SHOTGUN? NO.

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Thu Dec 26, 2019 11:07 pm
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
Right now, I half-assed the team deathmatch thing. I also read that there's a max of 4 if map allows it. Fuck random hate switching. Fuck checking for any hated actors being present. Fuck. 2 for now.

Okay, so if I just ignored auto-select, the allies is okay with the team id. I need to make the blood item, along with the blood item script. That way, the tids can be sorted by two teams.

Even then, I need a determinant script upon enter. It must know which team the player is on, then provide the proper allies by team id. This will take care of that fucking auto-select option. I probably should do this first since it's the first thing you see. Yes, you do switch on some random team id if you are the first to join, then it assorts by population volume.

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Sat Dec 28, 2019 10:45 pm
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
Okay, I just tested out the fucking thing.

The hate thing is okay, it hates the prescribed tid.
ex:
tid1 = red, also first;
tid2 = blue, also second;
red hates blue, hates tid2;
blue hate red, hates tid1;

The only problem is that the PLAYER_INFOTEAM is not color and number coded into order. The hate hates the number only. If the teamdm red ally hates tid2, then that's it. So if the player1 is tid1, the player2 is tid2 regardless. Even if player2 chooses the red team, he is still tid2!

*Until I find out about how to copy PLAYER_INFOTEAM as tid/hate, the hate cannot go team hating dynamic.
*Oh yeah, I probably need to make the ally rivals hate each other more often than the players. Been focusing on too much warp tids. Will work 100% with warp out of the picture.
~I would have make it perfect warping if Break; stack overflow wasn't the problem! I have to cut off the maximum number of players, if I want dynamic warping to work.

Here the demo, with flaws.

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Sun Dec 29, 2019 11:22 pm
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
Okay, I managed to get the team id copied as tid. The problem with team id is that it's a static group, rather than individual id. I have to lose out on individual warping, which means that I either have one player warping a bunch of other's allies to their area, or have a button to warp all allies to their player master's area. Both scenarios are of an inconvenience.

Now, I could try the deathmatch design, in which allies kill off the other players, but the Thing_Hate must be checked on all times for all individual player tids. I have yet to figure out how to do that dynamically.

This means that warping, must be removed, because a group of hated players must be unified and identified, under a single tid. If it was one-versus-one/duel, I would allow warping. I could accommodate the lack of warp by refilling the ally kits (via script), but I have yet done a fair game analysis.

---

The good news is that I have much less copies of allies to do! ;)
I just need to fill in the Thing_Hate tid for them.
Bad news?
I have yet to hand out all the proper ally kits. tid2 is not working for some reason.
I really think that PLAYER_INFOTEAM, by itself, does not hold enough value to change the tid.
It be tid0, and stays that way.
It's like I have to make my own teamdm classes or something. This is something different.
I failed.
Moving onwards towards piggies then.

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Mon Dec 30, 2019 9:26 pm
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
Well, I guess for duels, it can work that way. I just need to figure out the rival teams then. The gun showdown begins? And if other waiting players have tids higher than 2, no problem, I count them too!

I have the duel version almost polished, but now, I need to figure out how warping tid frequencies interfering to thing_hate tid. This will work for the warp as each participating player is considered unique.

Note that the allies of this demo are adjusted accordingly to equal measure of the playing field. Also, you don't get to choose which roster to get. The filename says the order of the roster. Otherwise, I have to make specific player classes for duel game mode (of all of the game elements to mess with, the player class, the single element of being and start [would have accommodate by adding in more player class names {I hate it when it happens, or at least when ACS writing for better/advanced/online features to allies; basics would be NoiseAlert and warping for offline}]). However, the default doesn't allow option to choose player classes during duel game mode sessions. It would get very hairy if I tried. Due to these facts, I don't consider duel as a complete product. It's like I have to water down the full potential of the allies to baby and cuddle for it. I feel that the full potential has something to compensate for a lack.
Anywho, have demo dueling fun at chess wargame tactics (no, it's not strategy) simulation.

---

Team Deathmatch, Team DeathMatch... hmmm...
I had figured out to consistently provide the proper roster to each player. Still need to make PLAYER_INFOTEAM to translate into TID, this will give choices to players. I also had figured out how to change hate consistently for both specified tid player and allies. Later, I will attempt on a team deathmatch style. As for the warp id, I might forgo it due to the tid having to switch between individual warping and collective hating (at least tid change for players not required). If I can squeeze it, I need to reduce the warp tid frequencies.

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Tue Dec 31, 2019 7:11 pm
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
So finally, I have made 2 teams of allies to hate each other like Chess, Risk, or some other wargame (IT WAS EXHAUSTING, BRO!). Of course, no real strategy, more tactics to carry the plan. No toy soldiers here! Yes, online connection required... *crickets*
If there's gratuitous over touhou fairy posses, there might be room for that too.

Oh yeah, I will make sure that a certain wargame author (H. G. Wells [cuz he's funny]; Author of "Little Wars: a game for boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys' games and books" novel, Pacifist; Ally/allies versus ally/allies scenario... May "" be with you.) be the nick when I archive in the main mirror. I did mention that I rather stick to the original roster, but I need to keep gameplay balances between the two rival ally teams (based on attacks in one-to-one matches). If differences (outside attacks) vary too much between the two rival allies, I won't even start that project. I am sorry if it didn't meet up variety expectations; maybe I will allow extension to original roster if there are big assault game modes or something like All-Out-War. Depends if any interfering tids take place against my hatee tids.

+Duel Game Mode:
This is where warping is allowed in-game. Be prepared to deploy units and warp them to patrol an area. You don't get a team choice except on order in joining, even player classes didn't help.
duel game mode

+Team DeathMatch Game Mode:
This is where no warping is allowed in-game. Be prepared to deploy units with no turning back. Hope that you have players to back you up. Team choice allowed before playing a session! Fun can stack up with 1 life limit (via Team Last Man Standing game mode). Also, this can be used as a one-to-one tournament, with choice in mind.
team (deathmatch) game mode

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Sat Jan 04, 2020 11:54 am
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
And... upload of teamdm/teamlms file complete. Will be publicated soon afterwards.

In the meantime, I am back on pig cops (boy, do I hate the axis coordination [fuck, there's overlap mishaps]), animuliation, AMC, and whatnot allies. No, hadn't forgotten about diablo, but the sprite fix does take a while!

Certainly, the pig cops might be reworked. Will peruse the Brutal Doom for originality closeness. Will also work on pig cop minigun (it cropped now) and swinelord. Sprite mishaps. There was an animulation thing going on, but I figure out that it might over-offend the sensibilities/sensitivities of certain viewers. Well, how about anime allies instead? Fair? Can we shake hands with that? Poses a bit awkard, not fluid enough. I might go back and rework the poses myself, but I'm not a anime studio expert on that kind of stuff. It's probably better if the themes of appropriate acting comes into place (e.g. walking instead of running). AMC is a duke mod, but various allies for use (e.g. triad, mr. jerkyll, russian soldier, and cyborg soldier). Only allies can that FIRMLY stand while shooting works!

---

I just used an interface program protocol to access a certain server address/port. Required, but very small price to pay to get a list of shit going downtown! Nevermind, the search function a bit malfunctioning.

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Wed Jan 08, 2020 10:02 pm
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
Trying to find another allies project. The units will stand firmly and correctly when firing.

-40
edf soldier? looks a bit nazi though... (if picked use the alien armageddon set due to ease of organization.

-43
mr jerkyll; now that looks cool!

-44
mr jerkyll; now that looks cool!

---

sound pick complete. mr jerkyll will shoot a flare bullet projectile that blows up into a slow radioactive firework display.

Hmmm...
I think, since it's not too thematic, and 3dish, I will place this proposal as backburner. The diablo spriting resumes, if I still can withstand the unforgiving passage of time and harsh seasons.

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Sat Jan 11, 2020 1:16 am
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
I think I'll put off the duke stuff. It's not readily ported into the modding asset just yet.

---

However, there's tekwars (in which I am more likely to do). Basically, it's foto crops, which is just older than bobl; they both foto crops. In case you liked the jihad/bobl visuals, yeah, they sharp on the fotos, reals.

I was thinking, to be more relevant. We need a cartel thug and swat soldier allies, and fucking then? duel and teamdm mode!!! How's that, bro? ;)

Well, unfortunately, the visuals ain't representing too well. If I get back to the duke, I'll just make note of the swat reference, while I rummage around for a cartel reference (e.g. triad [w/ different sound set], ski mask guys 38 46, cyber-cultist?, and main character stanfield 20 42 [probably swat lead]). Jerkyll might be cartel lead. I just don't see myself using a hooded ski mask. Well, I don't think having a lead will do wonders, especially with a lack of proper sound sets, so just your cartel/swat grunts. Fair enough. I see the demons too in the amc, might make use of them as a monster/allies thing.

Cartel sounds to be used not from the mod, but from gangster: organized crime simulation. Awesome.
Oh yeah, if there's no pain state, I assume they on pain killers. It's usually the pistolers so it's fair call. Cartel weapon sounds from shadow warrior; swat weapon sounds from bobl. Damn, I go from edf (to replace mista uppity duke), to richard nixon's/ronald reagan's war against drugs! TeamDM title probably be NARC. I might that damn logo too, lol. XD

Hey, new chan spam/troll message.
Image

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Sat Jan 25, 2020 12:31 am
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
Okay, I am getting onto the triad/mafia/cartel allies, but I can't find enough variety to spice things up nor form a monster roster.

I just got thru typing in info shit. I might allow some gurlz npcs (good enough ones, might exclude them dansastripas [it's not the stripping dance anyways] if necessary). They roles can switch to nurses or civilian/hostage upon player use. They might heal, yet force pain on our fellow hurt men. They might heal using players as well, but probably disable movement, weapon selection, or something like that. I think minor health regeneration would do, but also increase damage reception or slow movement speed? Hell, maybe none of the girls at all!!! Sensitive? HEHEHE! >:)

Not to worry, I might use other stuff like drugs as dropitems.

---

Working on a name... cartel hitman? cartel enforcer? mob hitman? mob enforcer? It was supposed to be about the drug wars so I think cartel would work. Otherwise, I need a 1920s swat look to fight 1920 mobsters. The gun ain't 1920s.
Hey a pic? It wasn't supposed to be some specific ethnicity. Should work out fine enough.
Image

If not, I'll try to peruse and switch colours of the Damage Incorporated game. I might and go back to marathon, but I really have to mega tweak the behaviour, not tic delays. This is for gameplay balance, but it corrode the appeal of the allies significantly. Stay tuned?

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Wed Jan 29, 2020 11:21 pm
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
Somebody mentioned to add in a master thug, but the lack of sprite rotation is not good enough. Yes, the Black Death magic attack is contagiously good, but the look could been improved if given a more production priority. I do admit that he would have make it into a ancient far east pun allies team though.

Oh yes, I think I'll change the cartel hitman sounds from gangsters: organized crime, to shadow warrior: wanton destruction. I mean, there's some sense of oriental flair going about. There's that matter of accent to go with it too. Hell, I might go with the triad name/theme since it can't be too hypersensitive to start something, right?

In that case, there won't be any teamdm mode between triad and swat. I don't hear about uzis in the ancient sail era so I wouldn't know. Those uzis couldn't been too accurate so I need to reinvent the wheel around our fellow cartel/triad. I be fucking honest, I don't think uzi toting triad dudes would be too effective. Well, I guess swat and cyber-cultist (the gun aims too low) combo is next? I'll take a look see. I do have prerendered nazis plus nazi leader, versus soviesrussies plus soviesrussies leader though. And I do have some monstrosities (toad?, Reptiloid, mamano) too. ;) too rare for monsters... unless you want giants.

---

...
Then what?
Well, we got funky yakas, swats, nazis, russies, and that's probably it, probably.

Well, progress in marathon, again!!! >:)
The new look for the (Mjolnir Mark IV) Battleroid (Cyborg) is here!
Sorry about the omitting of name, too many USEC units using copious names.
Image

Fuck, I gotta sleep!

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Sun Feb 02, 2020 1:32 pm
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
Ah... back to the 90s. Hehehe...

I have just summed up the importing.

Just the said image. I need to research more about marathon conversions and get my ass kicking and loaded until I get a sense about the marathon player. Over n out. BEEUUW!!!

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Wed Feb 05, 2020 12:40 am
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
After some hours, I managed to find a player skin project, which uses the player sprite. Unfortunately, the two sets don't match up evenly so it's a bit of comparison and moving around for a while.

The Marathon Infinity look is very welcoming! Matches all the intermission images too. I guess the power rangers look was supposed to be pilot and all. To give the cyborg a human look. Technically cyborgs are both robot and human, if not artificial nor natural. The new look will face off against the helmet visor of the pfhor trooper, and it looks a bit more space like.

It's like the Death Wish or those Exterminator vigilante movies.

Image

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Wed Feb 05, 2020 11:45 pm
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
Fuck, the original player sprite set is pretty fucked up in terms of outfit alignment with player body. You could have infinite sclerosis! O.O

===

I fucking took the hours to carefully doctor the sprite axis coordinates. Reminds me of my younger modding years, which was just a few years ago or so.

I even skim thru to plug in the sound definitions!

Now, I just got the (actor/ACS) coding to get cracking. Could take a few weeks...
And then, I will be able to make the teamdm between usec's battleroid versus phfor's trooper. It's quite the simple premise, but at least there's a theme? Oh yeah, they don't feel pain so it's robo time. Plus the suppression guns are now modded to fairly accurate. Careful of the sci-fi nerds... they in space.

:scared
https://archive.org/download/custom_mar ... iptv04.wad

Oh yeah, I forgot to add in the new look credits. Sorry RadBurn72 about that.
http://simplici7y.com/items/marathon-conflict
http://pfhorums.com/viewtopic.php?f=13&t=53484

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Thu Feb 06, 2020 5:54 pm
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
Okay, I think I need to fix some taunt - ambient/sight/active/attack-melee-missile sound interrupt overcross. The unit_ataunt/ktaunt_projectile class will do to fix the interrupt I have been ignoring for quite the long time. To be applied to both monster and allies combo projects.
THE ONLY PROBLEM IS IF YOU KILL A MONSTER WHILE IT IS TAUNTING; I RATHER KILL OFF A TAUNT AS A FUCKING SHADDUP LOL MOMENT. TAUNT PROJECTILE NEEDS TO BE SOME UNUSUAL (A_WARP to master [spawn state lights up the taunt, while idle state warps; death state StopSound]) TAUNT MONSTER (LIVE DURATION 600 TICS [60 seconds is more than enough to cover plenty of long winded taunt sounds during an attack]) TO BE KILLED OFF AS A_KILLCHILDREN RELATIONSHIP THING (master must die first, in which starts A_KILLCHILDREN initially). My Skull_Fog_Generator from the diablo monster project would be useful here, but it's an projectile. Simple enough format at the very least after converting into monster class.
PROTOTYPE A SUCCESS!

First half for allies, second half maybe[strike] for [strike]all monsters allies
I think if I put down a tic of 0 @ the end of some fucking actor state, it somehow skips onto the next state like it didn't fucking read... I need to fix this first for both monster and allies combo projects. Plus, I see to revert the sight to active state eventually. No more targets? Rest for now.
This is a concern for NoiseAlert!!!
Might be impossible to fix as I can't force the NoiseAlert function to tell how it jumps from state to state. :\
Got LOF_NOSOUNDCHECK (why would fucking allies would wake to their own aggro noise or know their unseen target's vicinity (that's for the enemies though)? Wouldn't they better spend their time to secure the deployed area and follow players?) to retain within the wandering Spawn/Idle actor state. When it switches to See state, I need to shut down targeting (with A_ClearTarget) to switch it to Idle/No_Target_yet actor state (which also peruses LOF_NOSOUNDCHECK). When to switch from stressed state to relaxed state, is dependent on a (random) chance probability. Then, I would have achieve speech audio, if not behavioral, changes of an ally unit.
*SUCCESS* :D

https://archive.org/download/custom_mar ... iptv04.wad for summon ally_battleroid's noisealert fix, can switch behavior state demo
can intercross ataunt/ktaunt (via monster children instance) while shooting and reloading! (also kills off taunt sounds (monster children instance) before initiating other sound channels or reaching pain/death/xdeath/crush state) demo
CODE INCOMPLETE, BUT WILL FIX FOR PROPER DEMO.
|
Code checkup and height/radius shooting range...
Then noisealert focus fix for allies and long taunt monster children...
If I need to do these four changes, I need to furnish one project @ a time.
Allies go first since they are much easier to categorize.
*crickets*

height/radius of madd and mjolnir under testing
taunt mjolnir submonster in progress
before warp code of battleroid to commence operation
player tid based warp group system implementation for our fellow battleroids
madd health adjustment after battleroid roster success

demo
pfhor allies might get another pfhor sentry enforcer

_________________
Regurgitator monster postponed, pixel by pixel...
qareena/qareen/corea=tyherantno puppet/censorship/depressed instigator/arrogant usurper/pretense/warmongering/anti-neutrality embargo/siege fallen cheonson-ilminismist/ilminazmist nonrefugees;
nsfw
Spoiler: show
Fraud Alert Renewal Month: March, June, September, and December
My ZDoom mods
Viva Le Resistance! (threat: see ☠Image☠ below...)
Metal tracking mods
sfw
Spoiler: show
https://archive.org/download/for_jihad_monsters/New%20Best%20Nasheed%202013%20Mujahid%20Nasheed%20syria.mp3


Sat Feb 08, 2020 11:19 pm
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