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This
Information will tell you how to modify the marinebots
in Genetic Memory (SCARE version for Aliens) so that
they will attack you. This was tested in v1.12. You
should be able to use whatever version you want as long
as you can run Genetic Memory. v2.21 for sure doesn't
run Genetic Memory
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Warning:
Be aware that modifying monster.dat may change your
character information and give you OP status, a different
name, and the ability to select the queen. We do not
understand why, but being able to select the queen works
to your benefit.
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| What
Marinebots Can & Can't Do |
Bots
can:
-Fire all types of weapons
-Cause different amounts of damage per bot type
-Take different amount of damage per bot type
-Kill you and die themselves
-Damage or kill CCAs and other marinebots
-Retaliate if attacked
-Patrol small areas
Bots
cannot:
-Reload - they will never run out of ammo.
-Switch weapons
-Use medkits
-Move any other way besides mindlessly roaming
-Change behavior - they're either very passive or very
aggressive
-Aim properly in most situations
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| How
to set Marinebots to Kill |
1)
Step 1
- Properly label the Bots
If you go into Genetic Memory, you will see multiple copies
of three types of marines: a pulse rifle marine, an SG
marine, and a female marine. The code labels all of these
as "Male Marine with Pulse Rifle," so we'll
change that heading to reflect how that bot actually looks
in the game. That way we'll know which bot type we're
messing with.
In your main alien folder there is a file called monster.dat.
Open it in notepad and look at it. This file defines the
abilities of the marinebots and CCAs called by the game.
Do NOT randomly change these values as random values won't
work and may crash your game.
Ignore the first definition for a template monster. Don't
change anything here, just go to the next heading for
"Male Marine with Pulse Rifle." Note the semicolon
in front of this - any line with a semicolon in front
of it is ignored by the game. This definition and the
next two are the marinebots, but they are incorrectly
labeled so we'll fix that first. Change the headings ONLY
so they go in this order:
Template Monster (dummy)
Male Marine with Pulse Rifle
Male Marine with Smart Gun
Female Marine with Pulse Rifle
(ignore the definitions below, they're for aliens)
Remember you're changing only the headings denoted by
a semicolon in front of them. Now these definitions match
up with how the bots look in the game, and now you'll
know which bot you're changing. This is just identifying
how the bots look, not changing their weapons which we
do next. |
2) Step 2
- Give the Bots guns
The abilities for bots to fire weapons is taken away in
an unchanged monster.dat file. That's why they run around
and do nothing. Arming the bots is actually quite easy,
and involves changing two values. Look in the file for
these two lines:
spell_num=0
attack_sound=105
Spell_num is toward the middle of each definition, attack_sound
is toward the end. Since spell_num=0 the marines have
no weapons. Changing this number gives them a different
weapon. Changing the attack_sound value makes the gun
sound like it's supposed to. This table shows what values
you need to enter to get what weapon:
Pulse Rifle - spell_num=1 - attack_sound=105
Grenade - spell_num=2 - attack_sound=56
Pistol - spell_num=3 - attack_sound=68
Flamethrower - spell_num=4 - attack_sound=62
Smart Gun - spell_num=5 - attack_sound=109
Shotgun - spell_num=6 - attack_sound=66
Don't put any other values other than these or it may
crash the game. Change the values of whatever marines
you wish, save the file, and hop into GM.
The marinebots should be roaming around and keeping to
themselves, maybe taking a shot every now and then. If
you attack them, they should turn and fire at you with
whatever weapon you picked out for them and you'll take
damage and die.
As you play this first time, you'll notice a few things.
The gun you gave them doesn't change their appearance,
so the SG guy may be firing grenades. The bots also do
not have to reload and will never switch weapons. These
two things cannot be fixed. You can't change the SG guy
to look like a pulse rifle guy, but that's ok. Just give
the pulse rifle to the bot that already looks like the
pulse rifle guy.
Note: The flamethrower will not fire a stream of flame,
just a puff of fire. It still seems to work, but it just
doesn't look right. If someone can help with this, I'd
appreciate it.
You'll also notice that all weapons do the same amount
of damage, and the marines are pretty wimpy. Let's fix
that. |
3) Step 3
- Make the Bots lethal
Go back to monster.dat. There are a couple values that
change how the bot acts, and I'll explain them below.
trigger_range
- The distance you must be before a bot reacts.
fire_chance - The percentage chance that a bot will fire
its weapon.
follow_chance - Percentage chance that a bot will chase
you once you attack it.
demeanor - General attitude of the bot.
Only
change these values and NOTHING else. Demeanor may only
be changed to passive or aggressive. Passive means that
a bot will only shoot if you attack it. Aggressive means
that a bot will shoot anything. A really pissed-off bot
would look like this.
trigger_range=500
fire_chance=90
follow_chance=90
demeanor=aggressive
This
bot has a high trigger range so it can shoot you from
down a hallway. An aggressive demeanor means that it will
shoot anything at random. A 90 fire_chance means that
it will almost always be firing its weapon. A 90 follow_chance
means that it will follow anything nearby and attempt
to attack it, including CCAs and other bots.
An
aggression level this high is not recommended. Since follow_chance
is so high, the bots will attack each other and the CCAs
before they get an interest in you. I haven't yet found
a way to make you a more "attractive" target
than the other bots, except by attacking them. A fire_chance
so high means that they will fire all the time, even if
there is nothing there. They will also fire at walls or
in random directions even when an enemy is right next
to them.
Since
they cannot modify their behavior during a level, this
is how every copy of the bot type will act through the
entire level. Right now I would recommend a setting like
this:
trigger_range=320
fire_chance=70
follow_chance=60
demeanor=agressive
Keep
the demeanor to aggressive or else they won't even attempt
to attack as you approach. This way you can still be killed
by a random shot. If it REALLY bothers you that the marines
fire all the time into thin air, setting it to passive
will make them attack only when attacked, but lowers their
difficulty. A trigger range of 320 is the default, and
the average for a normal player (I usually set it higher
for SGers). The fire and follow chances give the best
chance that the bots will attack you while still trying
to keep them away from other marinebots. With this setting
they will attack you mercilessly once you attack them,
and one of you will die quickly.
That should be all you need for setting your marine bots
to kill, enjoy! |
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