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 [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters v33 
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Post [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters v33
It's a long time coming, but at least my custom Marathon monsters project is making headways (took all night for the coding/design the first time around!). In this wad, you fight against custom Marathon monsters.

Custom Marathon Monsters:
https://www.doomworld.com/idgames/combos/cumamons
Custom Marathon Ally Mjolnir Items:
https://www.doomworld.com/idgames/combos/cumaamia
Icon of Sin boss fight for doom2 (optional [might be more/less difficult]):
https://archive.org/download/icon_of_si ... om2v07.wad
Gate Watcher boss fight for plutonia2 (optional [might be more/less difficult]):
https://archive.org/download/gate_watch ... ia2v05.wad

Skins List:
Spoiler: show
Custom Marathon Skins (for the default DoomPlayer player class):
https://www.doomworld.com/idgames/skins/cumaskin

Roster List:
Spoiler: show
I didn't made a monster roster for custom Marathon monsters before, but it would be better if I had this for last (besides the iwad map testing). It's best to do the intermission cast block last, where I can finally round up the monsters to be present in the game. Yes, it's a lame marketing move amidst @ first post. The wad is about monsters, so obviously, I should present the monsters. However, the list becomes more informative and detailed @ best. Best of all, I don't really have to go back and update stuff and lalala.

Cultist Shotgun Guy
Image
A cultist w/ a shotgun to boot. When he hits, it's usually game over. If he misses, he will reload slowly, giving you enough time to serve up some buckshot to his face. This opponent should be taken out first, especially if he would be in short range. Make sure you got some cover or distance if your weapons are not one hit kills.

Cultist Assault Rifle Guy
Image
A cultist w/ a assault rifle. While he ain't as lethal as his shotgun brethren, his weapon makes up in repeated fire. This characteristic is the advantage when trapping in targets to a confined area, but usually ends up to more infights. In open areas, the cultist assault rifle guy will keep on toting to keep targets dancing till they're dead.

Cultist Torcher Guy
Image
A cultist w/ a flame thrower. You do not want to mess w/ this guy. He shoots projectiles, but in a constant pace w/o stopping. The projectiles are sticky flame liquids, which lights up nearby objects. The liquid will jump onto nearby objects (that includes corpses!) in its glued duration. A crowd in fire is obviously more dangerous than a person in fire (keep that in mind). Even worse, the cultist torcher guy has his own self-healing regent as a remedy to prevent self burns.

Cacoon
Image
A cacoon or what is left from the cultist experiment victims. A cacoon that spawns either wasp or looker. Fortunately, it dies off in its limited pro-creation process. It will only spawns its hatchlings when target is in sight (it got senses). Being in a nest of cacoons may result in a quick death.

Roach
Image
Roaches are assumed to be related to wasps, but no one is sure. Roaches are insects that extends a long melee range. Its attack consists of swiping @ its target while dancing around it. The best defense to a roach is @ a distance.

Wasp
Image
Wasps are flying insects that spits accurate (poisonous) projectiles. It spits a lot in a rapid pace. Wasps are a bit of a nuisance.

Looker
Image
Lookers are blobby insects that does pretty much what a wasp does. However, its melee and death ends up in a explosion. Lookers are walking self-detonating devices.

Dimorph Beta
Image
Dimorph betas are monsters that look like they come from the dino age. Its creation might stem from dinosaur DNA experiments. It attacks w/ poisonous teeth or claws.

Hunter
Image
From the first Marathon game title, comes the hunter. Hunters are @ the service for the cultists. One can speculate that the Pfhors are helping the cultists to control their biological and cyborgic experiments. Hunters shoot a unspecified array of scattering projectiles. Its projectiles are very dangerous in its death state. Hunters explode against target under the accepted radius range.

Juggernaut
Image
From the first Marathon game title, come the juggernaut. Juggernauts shoot four dumb/seeker missiles in a unspecified array. Its health is weaker than a hunter, but it can fly and its missiles are usually a one hit kill. Cover would be necessary to deal w/ a juggernaut. Otherwise, a well placed super shotgun hit will take down a juggernaut. Juggernauts explode in crash state.

Blind Rocket Turret
Image
A rocket turret w/ no visual camera aid and the cultists made it on their own. It relies on sonar frequencies, but that is usually good enough for this beast of a turret to begin its rampage. As one of the more dangerous foes, a blind rocket turret can constantly shoot rockets in a random spread. This ability alone is enough to consider this turret as a strong contender. If it cannot detect its target, one can easily walk around it.

Grey Alien
Image
The notorious master prober is here! Prepare to get abducted for unholy experiments. Considered as messiashs to the cultists, the greys bestowed powers extraterrestrial in nature. These outer entities also help direct the spread of the cult, imposing devastation to all in its way. Knowledge on whether the greys are related to the Pfhors remains disputed. Capable of transmitting electromagnetic signals, greys can attune their body as radios, gaining notice of any intruders. They can send forth a continous buck shot of green ripper plasma spam. Should you be able to bypass the attacks, any damage they receive redirects back to the attacker. This is especially true in close range. When engaging this adversary, use armor and health items sparingly. Better yet, use big guns to put down this psionic bitch.

Spider Tank
Image
A spider tank is a very healthy robot w/ dual rail cannons. It is basically a walking wall w/ some weak weapons. A fight w/ a spider tank might take a while. Its death may prove to be useful in emitting sticky flames and exploding in a timed manner.

Big Ooze
Image
Hailing from the Pathways into Darkness game title, the ooze makes its appearance once more. Its ooze ball can raise nearby corpses. The substance of the ooze is said to be a key compound chemical to the cultist experiments. There is also little oozes from ooze barrels. Ooze barrels are like cacoons, but it does not die off spawning little oozes (it is made of metal material). Little oozes cannot raise monsters, but its endless quantity can be a threat.

Spider Drone
Image
A spider drone is another robot w/ spider legs. This time, its arsenal consists of a buck shot of grenade rockets. One of the grenade rockets has a seeker ability to chase down targets. Spider drones are weaker than spider tanks, but its grenade say otherwise.

Turtle
Image
A turtle is a turtle monster. Unfortunately, it happens to be one of the more dangerous foes. Its dual acid vapors emit some harmful heat waves so being close to these projectiles is a hazard. Projectile contact will result in sticky flames. One can consider turtles as a stronger version of a cultist torcher guy. The only difference is its increased lethality.

Raptor
Image
A raptor is another reptiallian creature, but one of a poisonous nature. Some may attempt to put relation between the dimorph betas and raptors, but wings are a whole different story. Raptors are considered the dragon. It spit a phlegm, which is actually a fatal toxic projectile. Its melee consists of breathing down damaging smog @ its target. Raptors are dangerous, but they do not shoot at a constant pace.

Joshua
Image
The boss over biological monsters. Like a boss, he summons monster of his type. He can warp to places and shoots a poisonous seeker missile. The missile is actually more dangerous than his summoned minions.

Micheal
Image
The boss over cyborgic/robotic monsters. He summons metal nightmares. He can warp to places and launch a thunder that hits his target (no matter where) should that target be slow enough. Fortunately, his attack is not so damaging than Joshua's projectile. However, Micheal's summoned minions are a very dangerous crowd.

Cyborg Pfhor
Image
Cyborg Pfhor from the first Marathon game title. It makes its appearance as some annoying bastard. It alerts nearby monsters can will continue to do so. Its death drops a pickable deactivated invulerability sphere.

Deceit
Image
Another monster from the first Marathon game title. I hate this guy b/c of the confusion of its role. I made Deceit as a killable monster. It will be hiding in hanged corpses, waiting for targets.

Toxin Spike Eye
Image
This organic abomination has unknown origins on how it was created and why it could thrive on almost any area. Further studies indicate that these eyeballs are somewhat part of the area rather than being embedded w/i the area. Fleshy slime that covers areas support this hypothesis. While these eyeballs are not active as hostile combatants, they seem to serve as turrets that scan their surroundings w/ vibration. Once awaken, the eyeball spawns toxin spikes on its target. The eyeball can be killed, but the toxin spikes remain. Toxin spikes seem to know no friend nor foe. The nature of the toxin spike eye makes it a dangerous contender. Thread carefully (w/ sufficient firepower) when these eyeballs are amok. The photo above is a toxin spike eye in its hibernation.

Cultist Suicide Bomber
Image
The most hilarious of the cultist crew. Enough said.

Mjolnir
Image
Friendly downed marines that needs some help waking up. Mjolnirs shoot rail particles in a small spread angle. Mjolnirs can take on cultists. Shop is included in doom2 maps.

Marathon Automated Defense Drone
Image
From the first Marathon game title, comes the Marathon automated defense drone (MADD). It flies, it shoots bullets. Best of all, it is your friend. MADDs work well against foes w/ projectiles (save for seeker missiles) or melee.

Assault Drone
Image
Assault drones are deactivated friendly robots. They are not so great, but the self-repair mechanism can prove to be a useful shooting wall. Shop is included in doom2 maps.

Stranded Marine
n/a, see DoomPlayer
A UAC marine that somehow survived the onslaught. The marine might live long enough to see another friendly face. Armed w/ a riotgun and a small self-healing regent, he totes against all odds to the brink of insanity (either by combat or illegal experiment regent).

Robot Walker
Image
The best of friendly forces ever to grace the UAC and UESC. The walker is slow, but it makes up w/ a constant dash of plasma and rockets. It can wreck total carnage on the cultists, experiments, cyborgs, and almost anything in its way. Best of all, it has a product warranty to drop 1 Custom_Durandal_Orb on death state.

Hostage
Image
A friendly non-combat civillian. He can suppy bits of health, ammo, and armor. Sometimes, a little patience goes a long way.

Screenshots:
Spoiler: show
v00+
Start of the cast, can you guess which one explodes on death?
Image

Splat!
Image

Looker in action
Image

v01+
Introducing the Roach!
Image

Got a extended melee range!
Image

Will also edge closer!
Image

Luckily, your flamethrower can easily dispatch one back to the garbage.
Image

v02+
Once dead/xdead marines now become railing mjolnir units on wake!
Image

v03+
Flamethrower (slot2) is now Flare Pistol (very dangerous [kills bugs fast])
Image

v05+
Here comes the hostage!
Image

Ah! He's closer!
Image

Blam! He's gone.
Image

And falling!
Image

Still falling...
Image

Wait please.
Image

Okay, he's dead now.
Image

v07+
Tis the cultist torcher (very elite monster unit).
Image

If you not careful, he will shoot flames, shotgun style in a chaingun-like weapon.
Image

Several flames can bring down over 100 health.
Image

One thing to note: Never bring a pistol against a mob of cornering cultist torchers.
Image

v10+
Here comes the cultist shotgun guy.
Image

He is quite a simple design.
Image

But he always delivers a deadly shotful of buck.
Image

BOOM!
Image

v11+
Blind rocket Spam! (being this close to a blind rocket counts as death)
Image

v13+
Assault Drone! (requires initialized monster corpse [which is a rare find w/i the doom iwads])
Image

v14+
Ghoul attacks!
Image

Ready!
Image

Aim!
Image

Fire!
Image

v17+
Introducing the spider drone!
Image

Close up of attack! Wow!
Image

Don't worry, it got no melee attack, but it does shoot a buckshot of grenades!
Image

What's this? A grenade that has gone to paranormal quantum physics?
Image

Oh no! It's a seeker grenades in the midst of the buck!
Image

19+
The raptor (not much of a display, but a picture is not worth much a description in this case).
Image

21+
Oozes (shoots projectiles that mass heal/resurrect monsters [ooze0 spawn ooze1s upon death]).
Image

22+
Spider Tank (shoots dual rails alternative in a accurate sniper fashion)
Image

23+
Turtle (shoots dual heat damaging projectiles that emit a sticky flame on contact)
Image

26+
(M1A1) Hunter (front display)
Image

Plazma projectile death
Image

27+
Juggernaut blasting away wasps
Image

Winner == Juggernaut
Image

28+
Joshua warming up a Joshua_Ball fer yall!
Image

29+
Micheal warming up pure energy fer yall!
Image

Kaboom!
Image

v31+
WTF is this? Rocket fireworks?
Image

Robot Walker! Don't worry, it would be on your side.
Image

Dimorph Beta, quite the (formerly poisonous) melee menace.
Image

v33+
What the fuck!? A green plasma zpam light flashes before me.
Image

Holy shit! Aliens! I'M GONNA GET PROBED!!!
Image

v03+
On the allies project side, you got your friend mjolnir, and a modified MADD. Sounds good.
Image
Image

Notes + Standard:
Spoiler: show
+Full requirements:
-ZDoom v2.7.0+ (just for maintaining updated code, of course v2.6.1 was necessary)
-Doom2 iwad (for dialogue script implementation [but this is not necessary])
-e4m# in Doom1 (Ultimate Doom) iwad is not playable (use doom || doom2 iwad instead [freedoom helps, but prepare to be fucking skooled {multiplayer survival + item respawn would just be fair}])
-Gameplay screen resolution minimum of 640+x480+ (for dialogue script implementation [but this is not necessary])
-I really should warn people of audio lag w/ large areas (apply 'no sound' string value in output system parameter when necessary [don't forget to restart sound and possibly 320x200 window resolution {greyscale wad for rendering purposes link}]); then again, this wad is not intended for a slaughter fest
-Access to Task Manager application

+Vital dooming hints:
-iwad map familiarity/guide w/ secrets (b/c the monsters are that difficult [you got to watch for the cultist crew + juggernauts {they are that good}]; thinking ahead and dooming experience helps
-gameplay is quite difficult and I don't frown on multiplayer survival game session w/ respawning items + early invulnerability option
-On e2m8, difficult Joshua w/ a difficulty map layout (spawned monsters are most likely to kill him than players or try to lock him in a area where monsters won't interfere w/ your focus)
-On map02, chainsaw is necessary to bypass door alive
On map21, hunters become quite a nuisance w/ spamming mushrooming projectiles (use high aggression and Custom_Durandal_Orb against these guys)
-map29 is the ultimate breach challenge; you have prepare (Custom_Durandal_Orb + Robot_Walker_Kit [for most of 2 more Custom_Durandal_Orb) for the cultist line-up @ 1st contact. That's not all, there be some juggernauts follow-up + spider_drone lobbing grenade @ a distance. To top it all off, you are most likely to meet Joshua @ first contact. The breach requires reaching the enclave (for cover) and defending it (switching over between Custom_Durandal_Orb and robot_walker_kit) from cultists, juggernaut, Joshua, and probably some Ooze0
-map30, the final boss (IOS), have some robot_walker_kit for your defense and more importantly, supplies of Custom_Durandal_Orb. All this is to provide enough time to snipe rockets @ the BossBrain. This map might force players to drop down in order to pick up the Custom_Durandal_Orb. It's not as frantic as map29's required first breach, but it is its own challenge to buy enough time to finally finish the game

+Stuff for show-and-tell:
-Automatic InvulnerabilitySphere item start on map enter works now for multiple players
-Use crouch, and jump; it's not cheating, it's for gameplay
-Cacoons spawn wasps, lookers (spawn limit [see DoomImp])
-Delvins (see Demon)
-Dead/Xdead marines now as sleeping mjolnirs
-Sleeping mjolnirs wake when near player
-Awoken mjolnirs rail @ random angles and drop health/ammo on death/xdeath
-Lookers will explode on melee
-Hostage (aka BlurSphere) will provide the ammo, armor, and health items
-Cultist Torchers now available, they shoot sticky flames; those flames burn thru armor for some reason (see ChaingunGuys)
-Cultist Suicides now available, they explode on melee and death (see WolfensteinSSs)
-Cultist Shotguns now available, they shoot normal doom shotgun rounds so caution (see ZombieMen)
-Cultist Assault Rifles now available, they shoot normal doom chaingun rounds @ twice the speed (see ShotgunGuy)
-Blind Rocket Turrets now available, they spam rockets blindly (see BaronOfHell)
-Assault Drones now available, they spray bouncing +STEPMISSILE projectiles (see DeadCacodemon, DeadDemon, DeadDoomImp, DeadShotgunGuy, and DeadZombieMan)
-Ghouls now available, they throw breakable rubble (see HellKnight)
-Deaf Chaingun Turret now available, they walk on ceilings; they shoot normal doom chaingun rounds like cultist assault rifles, but w/ a slow startup delay (see Cacodemon)
-Spider Drone now available, they skitter and shoot a buckshot of grenades and one of them is a seeker projectile (see Revenant)
-Raptor now available, they vomit player-sticky phlegm and choking smog; two missile combinations are fatal (see Archvile)
-Deceit now available, they touch the target and are not raisable (see BloodyTwitch, Hang -related, Meat -related, and Nonsolid -related gore actor classes)
-Ooze# now available, they shoot projectiles that mass heal/resurrect monsters (see PainElemental and ExplosiveBarrel [spawns Ooze1 when damaged] class)
-Spider Tank now available, they shoot accurate dual rails (see Arachnotron)
-Turtle now available, they spam inaccurate dual acid vapors (see Fatso)
-Marathon Automated Defense Drone (M.A.D.D.) now available (see Mjolnir)
-Cyborg Pfhor now available, they are just barrels, but doom2+ iwad maps allow more options (see DeadStick)
-Hunter now available, shoots a mushroom projectile (see Cyborg Pfhor)
-Juggernaut now available, shoots 4 dumb/seeker rockets (see Cyborg Pfhor)
-Joshua now available, shoots either a Joshua_Ball (excuse the pun) or spawns four Cacoons around target (see Cyberdemon)
-Micheal now available, shoots either pure energy (once locked, no use hiding) or spawn-spams machine monsters around target (see SpiderMastermind)
-Stealth monsters included
-Custom Marathon monsters ending intermission
-Monsters now call up all squadrons when target in sight (watch out now)
-Stranded_Marine# (heals quite well, but still mortal) now available, totes a eleventh of 3 bullets or 5 rockets (see Infrared and AllMap)
-Toxin_Spike_Eye (healthy eyeball [can die]) now available as monster, spawns 7 Toxin_Spikes (they don't die) w/i the target's radius (see EvilEye)

+Stuff yet/never done:
-Not all proper monster sounds are available due to difficulty of access and extraction
-On v19, I was not able to make an actor class that stick and freeze monsters to a halt
Powerups are only applied to player classes (not possible [yet], court adjourned)
-The HitObituary msg for Raptor somehow is not applied (ripper projectile [why I dunno, oh well])
-On v22, I was not able to make bulletpuff class (Death/Crash state) for custom rail attacks (decal works though [maybe it's like that])
-I might try to work on a doom and doom1 iwad Strife conversation (non-map) ACS later (then I can use the independent non-map Strife conversation ACS [nevermind, there is no Strife conversation ACS independent from map lumps])
-I think I'll make projectiles that cut itself short to produce intercepting projectiles (that should work [if I could get the ThingID to change or switch id @ target]). Okay, I just want to make intercepting projectiles in the simplest manner possible
-I want to make monsters hear w/ Thing_Hate
-The Thing_Hate monster mob mentality code will cause the console command 'summonfriend (string value)' to lock down the engine due to a near-paradox definition (actually to interfere w/ manual saves for some reasons). Also will lock monster-hating to a specified TID (unless it is shot or the player is shot). Thing_Hate + PainChance 0 || +NOPAIN == +NOINFIGHTING w/ the exception of the given TID (especially for robos)
-Toxin_Spike might lag (a cost to implement a trap actor class [against all {both hostile + friendly} monster classes])
-map27 might have a problem in its teleport pads so run as fast as you can to get to the blue skull key and skedaddle out of the yellow skull door/room
-Possible spawn spam lag for some actors.

+Stuff currently in progress:
-I might do TERRAIN lump, even though that might add up the lag (it might be more appealing)

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Sat Apr 08, 2017 10:01 pm
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Post Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters
Okay, so one of the biggest flaws for my customized monster combos is that it is designed from the start to finish. The later maps are no breezer. I tried map07 as starting point, and boy, do I have to deploy the mjolnirs to gut half the turtles. Then the spider tanks chisel down my health to nothing.

FIRST, I HAVE TO TEST EACH STANDARD IWAD MAP! THAT WOULD BE DOOM2! FRESH START ON EACH MAP LUMP! FIGURE OUT HOW TO GET AROUND! THINGS! IF IT JUST GRATES, THEN I WILL REMOD! OKAY, MAP06: THE CRUSHER IS A CROWDED SQUISH! I GOT IT! MJOLNIR RAIL MADDS ANYONE? YEAH, THEY WILL FIRE WEAKER THOUGH.

I think I have to make monsters at least beatable from each map start as in no other progression involved. That will be tough. However, for a monster behavior, it's pretty cool. If I do need to change things. I believe that backpack thing should have been a n^100 damage amplifier upon use. I admit that the difficulty w/o full run is nigh impossible. I might also fix up the mjolnir drops with a damage amplifier or something like that. I might actually deploy those M.A.D.D.s for once. It will have to be some out-of-place variant. It has to compete enough against the monsters. Repeat fire with looped dodging at times? Sounds good. You know what? Hell w/ it. I'm gonna put up the mecha as your arsenal (robot allies in another project, the naming is difficult so this one is called custom marathon robot allies or something like that)! I can warp the damn thing if required. I will need to replace the laser arm with the kugelblitz bullet projectile. And there be several of them in different buckshot patterns. Should be fast and accurate enough. Other mechas in other monster combo projects might be subjected to this change as well. Well, they are alien experimented, but the ally version might get the change due to the rarity of the kugelblitz power.

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Wed Sep 11, 2019 10:46 pm
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Post Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters
v03: Mjolnir Ripper MADD Allies
-Enough said, basically a ripping rifle style attach to the head turret of the MADD. Almost have shadow visibility from targeting for some reason (probably due to it constant movements). A portable invulnerabilitysphere can drop from its decommissioning. Don't worry about size, it can fit through marine's width. No robot walker due to it being slow in the first place.
-This actually took me around less than 6 hours cracking at the missing fixes/features. Been test playing on the last hours. Maybe it's a bit boring now, but at least you have a chance to pass the map start on fresh if you really know how to utilize your surroundings, assuming that you have no knowledge of secret areas whatsoever. Oh yeah, I forgot, map07 is actually easier than map06. You just need to find cover and blast the free walking turtles. map06 has a room of pillars at the start, you need to react when moving through them. A spider drone or revenant makes it quite the challenge. Fortunately, the kits are good enough with a bit of knowledge in how to use them. Hinto: A wave of your units can provide more cover due to something explosive. map06 is a closeup stress test for allies. map29 is a cliff/distance stress test for allies. Looks like I don't really have to test each and every map, but I will do it after the two stress test maps and project completion.
[strike]-I hate reuploading things to mirrors (no, I don't seem to keep track), but it happens. Need to upload to main, update website link information... zzz
I will strike out this block of text once I am done.[/sstrike]
-How about multiplayer in the sense of separate group ids? Well, I haven't gotten anywhere to that, but any player that needs the allies warped to their location, oh yeah, it works. I just got the fresh map start working so at least it's manageable for online. No warp group identity just yet. In fact, I am not sure if player number even works, I'll try to see if master flag works.

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Fraud Alert Renewal Month: March, June, September, and December
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Metal tracking mods
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Spoiler: show
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Post Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters
GREAT NEWS EVERYBODY!

I tried the A_Warp with a different set of AAPTR_FRIENDPLAYER actor pointer relations, and so far, I am able to universally warp a player's spawned allies to his/her/its vicinity. Pretty cool I must admit. I still need to refine the warping constancy though. I am only warp one ally at a time though. Now, I used the repeat of SetActivator, SetActorState, and Delay, to check a limited constant check. I don't think I will use any for/while loop syntax since it's not a long/indefinite duration anyways.

So... yeah. I did it, I made the allies warp back to their masters. The only problem remaining is to keep track of the spawned allies as long the AAPTR_FRIENDPLAYER actor pointer allows it thru the specials/functions. Then, if successful, I can allow ally warping to the respective player regardless of how many are spawned! I might need some help from zdoom/zandronum, but I do have a free contact from the straight ups! I hate discord!

Design in progress...
Spoiler: show
The key specials/functions are SetActivator, A_RearrangePointers, or A_TransferPointer. For sure, there will be a check if the monster is friendly or not thru CheckFlag. This is to insure against warping raised hostile allies among messing with friendly ally count. I also need to figure out if the variable should be outside script blocks to affect the script blocks or inside them. How to keep variables ready to be redefined?

1. CheckFlag FRIENDLY (if false, break); SetActivator AAPTR_FRIENDPLAYER (once ally spawns); add ally count script: "if-else statement; (CheckFlag FRIENDLY); {SetActivator AAPTR_FRIENDPLAYER if possible; x; x++/x + 1"};
2. SetActivator AAPTR_FRIENDPLAYER (once ally dies); remove ally count script: "if-else statement; (CheckFlag FRIENDLY); {SetActivator AAPTR_FRIENDPLAYER if possible; x; x--/x - 1"};
3. SetActivator AAPTR_FRIENDPLAYER (before warping allies); check ally count script: "SetActivator AAPTR_FRIENDPLAYER if possible; check loop (x > 0) with while loop or if-else statement; SetActivator back to tid 1510 of allies and the usual SetActorState and Delay rolls";

My visual novel or noob map project does have script complexities regarding the adjustment of variables and their values at the very least. Will work on it.

The sample is right here. Go ahead and try it with a server browser (doomseeker or internet doom explorer). Yes, I still need some id going on after the warp button is pressed. Otherwise, every player gets squished with their allies. Which is now the current situation, at least it's a bit helpful for everybody.

---

The last warp design was based on an actor tid so it's still useful in terms of ambushes or drop patrol. The only flaw is a lack of variable determination. I just need a master monster actor to spawn the allies, and then warp the master from place to place (either by reticle or current player position [requires another custom keybinding]) before it plays a role as a ally teleport zone (it commands its subordinates to SetActorState in which they A_Warp to the master actor pointer. I can see that all out war will be using this in some way.

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Sun Sep 15, 2019 9:12 pm
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Post Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters
Okay, I made a simple point a to point b control, where the variable is accounted and report for. Plus, I was able to switch activator of the deemed script easily. Sounds cool, but it continuously adds up! Oh how can I group a number of player spawned allies? It will be hard to define a set of variables as count.

I think I just need to give the player some unusable item count, since it's decorate anyways. The only problem is when I switch around a remove acs script. It will remove the item count per owned ally death. Then when warping, the acs will check if there is any items left, in which will determine if warping will continue, sounds easy enough... :$

TakeInventory

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Tue Sep 17, 2019 11:19 pm
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Post Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters
Well, it turns out that the actor states are in looped flow control so I just need the Goto flow control pIdle actor state in use. Easy enough. Also the tic duration of zero is too fast for our newly defined Spawn state so it's 'FRAM AA 0 special/function' from there.

Yeah, so the ally count arithmetics is working!

Up next, the check script thing, which will determine if there are spawned allies. Okay, the only real problem is how to warp only the spawned allies of the player and not of the other players? I would need a unique tid for each player or something like that...

---

No TakeInventory required!
How to check PlayerNumber? UniqueTID? Wrap? I am sure that player number could get fuddled, but yeah, whatevers. Need a variable to confine the unique random tid. Need to load up the variable to the player despite the ease of use with AAPTR_FRIENDPLAYER. I may actually need to implement unique random tid for spawned allies as well. That's two variables to keep in mind! Wow, I will be using up more ACS than I expected! Accommodates multiplayer! Imagine if I can make allies hate all that is not its tid and its associated player? It's like those starcraft things. That's the allies combo 2.0 for you!

---

Anyways, I have been playing a bit of whadafuck online. Those guys are getting quite testy. Looks up my alley? And there's other stuff too. As for a permanent gaming server, I have yet to find one suitable for my taste. I'll try the main hosts? Online has been quite poopy, but the communication in what's up needs a broadcaster. It's slow, but I rather get my shit up so it stands to the test of time.

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Wed Sep 18, 2019 10:23 pm
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Post Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters
I'm back and so far, there's still a stupid way about it. I can't differentiate between the allies tids to only warp a select few...
Tested on online as well.

There's two ways about this, either I make memory of each tid per spawned ally, and that somehow, I make a relational database to match those ally tids with a player tid. That way, I make a script that will do a check on the player tid, which will check for the values of the ally tids to match up on the group. I can succeed in warping specific allies.

However, I can just focus on the key action found on GetPlayerInput, and maybe even adding and checking up on a (user) variable ([SetUserVariable, GetUserVariable] or even [user] arrays [which is a group of elements under a variable name]) copying the player tid, I can warp the allies to the player, but with another set of acs variables (which will be called warp variables instead of count variables). I think the easier way is to somehow warp the user variable activators to player tid. the A math matrix problem!!! FUCK!!! Actually, I am a bit limited in terms of differentiating between groups. Maybe if I separate the uniquetids/actor pointers into groups? Need to pull off id after player dies or disconnect, but that would be much easier.

---

Other news, so far, it's working sharp on command. I might need a sharper inventory creation loop in the pitch.

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Tue Sep 24, 2019 9:31 pm
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Post Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters
I realize that the group or array would rely on the player's identification. I would use a set of variables, but it's the elements regarding the players and allies that are in concern. I need to stick the number representation to them.

So I am changing up the player tids and player number. Still, I don't know how to identify numbers, but I believe it's 1 as first and onwards. I also need to study a bit on whether death allows the player to retain its given tid or not.

GUESS WHAT? PLAYERNUMBER() IS ACTUALLY 0!!! SO THAT'S LIKE PLAYER TID 0 FROM THE START!!! WILL WRITE THIS AS NOTES (NOT CREDITS, IT'S AN REITERATION!) IF POSSIBLE!

So far, it seems that the player number adjusts to the current number of players so yeah...

---

I guess the ally tids will be a multiple or something like that... needs to loop check to update its tid by the change of the player number/tid. I might also need to loop check on a variable to the current player number/tid.
Then, I need to put up some if-else or something else statement about VALUES! I just need some definite variables to lock in my definition.

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Wed Sep 25, 2019 10:16 pm
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Post Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters
Okay, so I connected the times 10 multipes of ally variable to the player variable. So far, it works swell enough in single player. In multiplayer, I have not figured out the unique id factor between the players. I believe it is PlayerNumber itself rather than tid b/c obviously, there's no way in keeping count of the tid somehow now?

---

I managed to allow cheats for my online game session.
So far, I can see that there is unique player number going on.
Now if I can sync player number with the multiple faction... overclocking on tid slot though, only one? Conflict between Thing_Hate, NoiseAlert (not really, it's a lesser Thing_Hate), and Warp function.

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Thu Sep 26, 2019 9:54 pm
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Post Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters
Updated the damn thing again, but now, there's a missing link between the allies and the player. The player side works fine, but I can't link these two bastards into a conjoined twin. Obviously, zdoom didn't thought of this despite the fact that the story and dead marine simply implies so.

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Sun Sep 29, 2019 1:55 am
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Post Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters
Well, alright then, then I can conclude that each ally spawned can be warped to the caller's destination. I just need to reduce the redundancy.

Testing, and stuff. And so far, it's okay if people don't mind sharing their allies with one another.
UNTIL THEY STOP SHARING!

---

Back to the selfish version...

Apparently I think I can cook up with CheckActorProperty, SetActorProperty, ActivatorTID(), and SetActorState; provided that if the actor pointer works well enough for me. If not, I might need more switch/case to work with the last two functions.

APPARENTLY, THERE WAS NO WAY TO CONNECT BETWEEN PLAYER AND ALLY SCRIPT -WISE! I EVEN TRIED THE ACTOR POINTER MASTER AND FRIENDPLAYER FLAGS, HOPING THAT MY CUSTOM PLAYER TID CROSSES OVER, BUT NO!!! THAT MEANS SOME OLDE ASS SHIT OF GETTING THE FREAKING ITEM TO READ THE DAMN PLAYER'S TID! GOOD FUCKING THING THAT THE ACTIVATOR OF THE ITEM SCRIPT WOULD BE THE ONE WOULD ACTIVATES THE ITEM! GOOD. THEN, BY A LONG LIST OF SWITCH/CASES, I NEED TO SPAWN THE COPIOUS AMOUNTS OF DIFFERENT ALLY TIDS. THE WARP SCRIPT IS BASICALLY DONE DRAFT WISE.

MO CLASS THAN YOU EVAR WANTED!!!

---

Damn, the few past days is like Bee Gees Stayin Alive (Extended Remaster).

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Sun Sep 29, 2019 10:12 am
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Post Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters
Oh yes, my unstable demo is working, but maybe due to numerous amount of code, the online source port is lagging trying to sort out the wild madness (IT'S FUCKING DYING! X)). Offline is okay though, don't know about LAN.

I might still spruce it up a bit more for cleaner code, official documentation, and more effective/efficient means of performance.

celebration/progress youtube video:
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Link

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Sun Sep 29, 2019 9:54 pm
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Post Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters
So yeah, I still need a clean documentation so it will take a while plus rl injuries. It always happen doesn't it? A herculean task.

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Tue Oct 01, 2019 10:00 pm
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Post Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters
Okay, I have the documentation done, which is good. The only bad thing is that the id differentiation breaks the ThingChange_TID for my monsters's Thing_Hate. If it is just NoiseAlert alone, then it would work, but it's like just some guy waking up nearby dudes. I rather have the dudes with radio contact to stomp down the player and allies.

Well, I guess the online thing is supposed to be some dudes without the knowledge of radio use or just be campers/ambushers. I can make campers with my monster combos, but it's a bit of a breather? Maybe some of them can like just wait until they see the white of their eyes or see them within their sights.

Yes, the damn thing is up. I think I already did it before, but this is now proof that I tried player tid based warping. It's good for simple NoiseAlert only monsters, but don't expect any swarm happies. I can't switch around tids because the warping will mess up. My second guess is to give all monsters some item that will make them engage against the allies, but tid is still required regardless. As you can see, I am at my hair's end. Expanding the definition range of the hatee list is nonexistent.

What a fucking total letdown! Okay, well, I might continue the duke3d piggies allies in order to make up for the lack of complete player experience immersion in independent warping and Thing_Hate combined.

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Wed Oct 02, 2019 10:36 pm
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