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

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.

 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


 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!