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Releases: inkoalawetrust/Smart-Marines

Version 1.3.7 release

12 Dec 06:56
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  • Added the SM_IAmTheDanger inventory token, which can be given to actors used by other mods to make marines automatically fear them regardless of their health or size.
  • Added the SM_DontWarnOthers inventory token, which can be given to actors used by other mods to make marines not alert each other if the target has this token. This was actually added as an attempt at fixing a bug, but I decided to keep it.
  • Added MeleeState and MissileState values to the marines, to allow internal code to know that they DO have melee and ranged attacks.
  • Updated the visual scale of the machine gun bullets to negate aspect ratio correction.
  • Added a Stay order type for User_DefaultOrder.
  • Updated some checks to not misidentify voodoo dolls as actual players.
  • Moved the armor equipping from PostBeginPlay() to BeginPlay(), to allow for the marines to be harmed immediately after spawning with the armor absorbing the damage.
  • Bumped the marines' alert range for other marines from 384 to 512.

Note: Guess what the status of the demo maps is ?

Version 1.3.6 release

17 Oct 17:42
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  • Updated the SM_SmartMarines service to return if the specified marine can follow orders, return the value of CurrentMarineOrder, and to allow for changing the value of the marines' CurrentMarineOrder variable, which can be used in conjunction with calling Used() on the marine to order them around.
  • Added User_ClipPlayers, which allows specified marines to not collide with players friendly to them.
  • Changed around the marine command code a bit.
  • Removed forgotten debug messages.
  • Hopefully permanently fixed the bug that makes marines walk in place.

Note: The demo map is STILL not updated.

Version 1.3.5 release

21 Sep 17:31
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  • Marines now wear actual armor, specifically, they wear the vanilla GreenArmor, so their health has also been lowered down to 100, since they no longer need 120 health to account for their lack of armor.
  • Marines now have a User_DefaultOrder variable, that specified if they should be spawned following the player or wandering, more info is in the documentation.
  • Significantly buffed the marines' berserk attack, now it does 10 times higher damage than the standard rifle swing, just like the players' berserk attacks.
  • Fixed a sprite name conflict with the marines' lying down and death sprites.
  • Updated documentation.

Note: The demo map is still not updated because I'm still too lazy to bother.

Version 1.3.4 release

01 Sep 03:42
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  • Removed a forgotten debug message, because apparently, constantly forgetting to remove debug code is a thing I do now.
  • Fixed a bug where the game froze if a friendly marine that is pre-spawned on a turret heard the player.
  • Made the stationary turret marines work with the SM_ImInDanger token.

Note: The demo map is still not updated because I'm too lazy to bother.

Version 1.3.3 release

27 Aug 20:46
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  • Added easter egg.
  • Added the SM_ImInDanger inventory token, which allows for other mods to warn marines of a danger, it is checked for in SM_FindNearbyGrenade().
  • Fixed a VM abort caused by the marines' master not being another marine.
  • Fixed a bug that caused the NoPain flag to not really be set to true when the marines run to reload.
  • Marines are now more likely to throw grenades or use nearby turrets if their target is an enemy vehicle, or there is an enemy vehicle near their target.
  • Did some minor code clean ups and fixes.
  • Updated document and readme.

Note: Still no updates to the demo map.

Version 1.3.2 release

07 Aug 07:59
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  • Marines now have a small chance to decide to lie down to fire when shooting out in the open, this shrinks their hitbox appropriately, and for friendly marines, also increases their accuracy slightly.
  • Marines now wait for about a second after throwing a grenade, before they decide to throw another one. This will hopefully alleviate any issues people have with them spamming them too often.
  • Hostile marines will now increase their chance of using a turret based on how many fellow hostile monsters have the SeeFriendlyMonsters flag, as that flag is now a universal way to make monsters react to player allies.
  • Marines that are behind cover have a slightly higher chance to throw a grenade.
  • Changed the marines' default species to Military, and the species of hostile marines to MilitaryHostile.
  • Added an empty service class called SM_SmartMarines, looking for it with a ServiceIterator allows for other mods to check if the marines are loaded.
  • Updated tooltip description for the No Crouch Zone actor.
  • Reverted the changes from version 1.3.1, to fix a bug with //$UserDefaultValue that makes the default user variables of any actor not initialize, if they weren't spawned by being placed in the map through a map editor.
  • Updated credits

Note: The demo map is still not updated because I'm too lazy to bother.

Version 1.3.1 release

16 Jun 00:56
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This is a minor amendment to the 1.3.0 update, I originally wanted to make all the marines' user variable default values be handled by the //$UserDefaultValue editor key instead, as part of the cleanups on the 1.2.2 update. But was unable to due to the keys' behavior being completely broken. However, UDB just pushed a new update that fixes it again, and did so RIGHT AFTER I released 1.3.0, so this is an 11th hour update to 1.3.0.

  • Changed the way defaults are given to user variables to just use the //$UserVariableDefault key, I was aware of this key, but it was buggy and broken. And was only fixed exactly after I finished the prior update.
  • Removed the User_RandomPersonality user variable.

Version 1.3.0

16 Jun 00:12
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This is the third major update to the marine, it includes a brand new squad system, a new marine color, and several improvements and fixes, along with two new easter eggs. For more information on the cover system, check the updated document.

  • Added a brand new squad system, now on top of marines being able to do certain things when near other marines, they can also be made to rally around a designated leader, for more information, check the updated documentation.
  • Increased the default amount of time the marines spend looking for a target from 300 to 500.
  • Added a new dark red color for the marines.
  • Removed user_meleechance, it just took up space on the marines' custom tab for little value, as the marines are intentionally terrible at melee, and so have no reason NOT to avoid it, unless they have a berserk powerup in their inventory.
  • Marine command icons will no longer appear on the map.
  • Fixed a bug with the updated commands that made marines go back to staying still by default.
  • Fixed a bug in SM_AlertNearbyMarines(), which ran checks on the calling marine, instead of the ally that the calling marine is trying to alert.
  • The marine alerting functions can now also alert marines in the middle of fleeing from a grenade, by giving them a target to begin hunting after they stop running, if they didn't have one already.
  • Removed even more YandereDev code.
  • Added more easter eggs.
  • Updated readme and documentation.

Note: The demo map has not been updated. It should've for this update. But frankly I can't really be bothered to continue working on it.

Version 1.2.2 release

08 Jun 20:34
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This is largely an optimization and cleanup update that I had planned for when GZDoom 4.8.0 comes out. It uses 4.8.0's new features (My own two new flags, and the new CHF_DONTIDLE flag.), along with some other optimizations that aren't specific to this brand new version of GZDoom. This will hopefully make the marines produce less overhead, and make their code cleaner than before. In addition, it also features an overhaul to the marines' command system, that you can read about inside Document.txt.

  • Bumped minimum ZScript version from 4.7.0 to 4.8.0.
  • Overhauled the friendly marine commands, now that my DONTFOLLOWPLAYERS flag is in GZDoom. The marines' commands are now finally split between a wandering command that actually makes them wander around without following the player, and a following command that makes them follow the player that triggered it (If the player is friendly). The stand still command now also makes marines go back to standing still instead of idling. The document file has more info on how the commands work
  • Now that my SEEFRIENDLYMONSTERS flag has been added to GZDoom itself. RaveYard's player ally seeing code has been removed, simplifying the code and making it up to 80% faster, due to the reduced overhead of doing this functionality natively instead of through ZScript.
  • The marines' NPC seeing range has been reduced from 8196 map units to 6144, and their player hearing range extended from 3072 to 4096. The player seeing range is still 8192 map units.
  • Replaced the stupid If switch in the See state with just a single A_Chase call with CHF_DONTIDLE.
  • Changed the target switching behavior of marines on turrets, this will hopefully stop them from not reacting to enemies.
  • Removed YandereDev code from GrenadeAttackDecision() and SM_TurretUseDecision().
  • Replaced all Distance3D calls with Distance3DSquared, this will hopefully provide performance improvements when doing distance checks, especially on the two aforementioned functions above.
  • Updated credits and document.

Note: The demo map has not been updated.

Version 1.2.1 release

02 Jun 09:51
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  • Added a new SM_NoCrouchZone actor, located under the ZDoom category, more information on it can be found inside document.txt.
  • Hopefully fixed most instances of the marines trying to dodge non-projectiles that are marked as missiles, by making only missiles with a damage property higher than zero be pushed in the ProjectileList array.
  • Fixed a bug where marines would take cover behind windows with hitscan blocking window linedefs, making them unable to do anything besides sit in place until their target got behind the windows.
  • Changed the grenades' timer to decrement in Tick() instead of inside the grenades' spawn state.
  • Grenades are now marked as having exploded (Meaning marines don't need to fear them.) about half a second after exploding, instead of being marked as such right after A_Explode is called.
  • The grenades' bounce sound now stops once it has lost enough momentum, and when the grenade is close to exploding, it will begin to play a beeping sound.
  • Add a gib death for the marines when crouched down.
  • Added the MoveWithSector flag on the empty magazines and grenade pins, now they shouldn't be stuck in mid air when they drop, and the sector they are on moves.
  • Fixed a bug on the vanilla rifle that made the zooming in and out animation break if the player died while it was playing.
  • Updated document.

Note: The demo map has not been updated.