Add file ams v 8 ufo
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ams_v.8.ufo.zip
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=Murph=
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After almost 10 years since the last "Allied Marine Squadmates v.7.1.ufo" release, =Murph= added some very cool upgrades to the brand new "Allied Marine Squadmates v.8.ufo" version. Automatic Teleportation For All Marine Followers, Melee Warriors & Rescued Followers. 2 New Marine Followers: "Blaze" With His Hand-Cannon Pistol. "Tesla" With His Death Ray Pistol. 1 New Chaingun Monster-Follower: Commando Joe. Your Fugly Follower! 1 Re-Worked Marine Follower: "Kirk" Upgraded His Phaser Pistol for More Damage & A Better Show. 1 Surprise: "Theresa Chasar" For Better or Worse, The Only Woman on Mars Comes to Life! 8 Stationary Sentry Guards Converted Over to Marine Followers script. A Brand New "Melee Warriors" Follower Script For Teleport, Move On Push and Continued Follow After Any Battle Sequence, Instead Of Going Into Idle or Wait Mode. A Brand New Ally.Cfg File Which Re-Instates 4 TinMen Marines & Adds 2 New Ones. "=AMS= 200+ NPC Spawn World"

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ams v 8 ufo
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BetaRey
BetaRey

for what version is this?

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=Murph= Author
=Murph=

Game: DOOM3 Patch: ver.1.2 Install: From 3 Disc Box Set.

This is the Original Doom3 version release of 2004 with id
Tech4 and NOT the Newer Doom3:BFG id Tech6 later edition
release of 2012.

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BetaRey
BetaRey

thank you for answer :)

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=Murph= Author
=Murph=

*Correction: The Doom3:BFG Edition 2012 release runs on the id Tech5 Engine. id Tech6 runs the latest 2016 release of the latest Doom release..oops!

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DoMiNaNt_HuNtEr
DoMiNaNt_HuNtEr

This doesn't work with 1.3? Only 1.2? Also, can I combine this mod with Perfect Doom 3?

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=Murph= Author
=Murph=

I'm not really sure if Patch ver.1.3 would cause problems or not with this mod as I never used it. I remember back in the day some were not too happy with Patch ver1.3 so I stuck with Patch ver1.2. I don't think it would cause a problem. Try it! .. When it comes to mods in general, as long as their Doom Main Script file does not over-ride this mods Doom Main Script file it shoud not cause problems. Some mods do not need to alter the Doom Main Script file at all and they will basically always work with a mod that needeed it's Doom Main Script file altered. As far as Perfect Doom 3 which I have not used, once again it comes down to if they altered the Doom Main Script file. if they did, just make sure my mod file is last in the chain of all your other mod files as there stands a good chance they all will work. If not, editing the Doom Main Script file to include Perfect Doom 3's Scripts will make them work simultaneously.

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Dafama2k7
Dafama2k7

Great !!! downloading now...

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=Murph= Author
=Murph=

Hey Dafama2k7! .. Wow! Just like Doom3 and this mod, A Blast From The Past You Are!!! :) Lol!

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[RO]Assassin
[RO]Assassin

So does it work with BFG ?

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=Murph= Author
=Murph=

No, I'm pretty sure this mod will not run in Doom3 BFG as it was built for the original Doom3 release. They are both the same game but have completely different engines that run the game. The original Doom3 game is much easier to mod than Doom3 BFG, but Doom3 BFG does have slightly better looking graphics. However, you could always download an enhanced Doom3 graphics mod for the original Doom3 release to rival Doom3 BFG graphics after all ...

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dominatorek1
dominatorek1

Hi can i play ressurection of evil expansion pack with this mod tell me how to do it pls.

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DoMiNaNt_HuNtEr
DoMiNaNt_HuNtEr

I'd love to see this myself.

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=Murph= Author
=Murph=

Yes you can play this mod with the ROE Expansion Pak. Here's how. Copy and paste this mod pak103ZTP pak file and go through your Doom3 file directory. Under the "base" folder will be a "d3xp" folder to open, which is the ROE that you'll need to paste pak103ZTP. After that you can either type in your spawn-in marines to the ROE "DoomCfg.cfg" file under "d3xp" or copy these spawn-in commands from your own "DoomCfg.cfg" in your Doom3 "base" folder and paste them into your ROE "DoomCfg.cfg" file. I know this will work. You can also add some of your other favorite mods in this way as long as their Doom Main Script file does not over-ride this mods Doom Main Script file which can cause problems of course. Some mods do not need to alter the Doom Main Script file at all and they will basically always play nice with a mod that needed it's Doom Main Script file altered. So, give it a try!

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Yosgoroth
Yosgoroth

Hi,
I may have missed something, but I can't find the codes to post regular marines like this one Doomwiki.org
The only ones I managed to find are meelee warriors and 'rescued followers', while I want 'armed and ready' squadmates... Are those included in the mod?
Also, I'm not sure to understand what 'Automatic Teleoprtation' is supposed to mean, are the followers supposed to teleport around me when they're too far away?

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=Murph= Author
=Murph=

Sorry for the late reply Yosgoth, been busy building 2 mods at the same time has got my head spinning as of late. Armed and ready squadmates are definitely in this mod and easily accessible but they may not look like the exact game models you were expecting to see tho. if you use my Doom.config file they are already set-up in there and you just need to push the appropriate key that they are bound to in order to spawn them into the game. The "Automatic Teleportation" means just that and yes they will teleport to you after a few minutes of not seeing you as long as the area you are in is game friendly enough for them to be there or unless you command them to wait before leaving them of course.

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Yosgoroth
Yosgoroth

I just saw your readme from Thunerbolt squad mod, so you can ignore my previous question on regular marines.
I'm still a little bugged though you can't find enough animations for these models. I mean, wouldn't the animations used in multiplayer mode be sufficient?

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=Murph= Author
=Murph=

Believe me when I say that I tried pretty hard to make the regular game marine skins be able to be used as the armed attack models over the security skin models. I think that Nivelxe & "DC Dev Team" did a great job making the security skins resemble the regular marine skins and I'm sure they would not have gone through all the hard work to do so if the regular marines were easily adaptable to use instead. "BFG Campbell & BFG Doomguy" were my own creations or more like "Frankenstein's Monsters" that helped to give rise to "The Thunderbolt Squad" as well. They were as close or only regular game marine models that I could get armed to kill even though they are a bit slow footed and even slower to shoot I was happy I got as far as I did with them. .. Just how the Multiplayer regular marine models work in Multiplayer mode is beyond me as I can't find the animations for them inside the game files to make work inside the Singleplayer world. It's like finding "The Holy Grail" would be an easier endeavor I think. Maybe I or someone else will figure it out someday and yeah.. It would be a pretty cool upgrade!

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Yosgoroth
Yosgoroth

Don't worry for the late reply Murph, that's okay. Really a shame that marines model thing, but thanks to you and other modders for trying to reproduce them. I've found that mod that allows to play main campaign in co op with custom avatars, including the regular marines Moddb.com Maybe that's worth investigating.
Otherwise, I noticed one of the AMS spawned marines (one with a plasmagun) dealt no damage to ennemies at all. (I'll try to find it again)

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=Murph= Author
=Murph=

Thanks for the info on the custom avatars and the broken marine. I'll have to look into both when I can get around to it. There was bound to be a dud or two that I missed when finalizing the mod. Each marine/character is a custom build and I built more than I can even remember when it comes to which one has problems really. I'm thinking that in the broken marines build I forgot to add in his "def_damage" "value" of say "35" .. Good news is he can probably be fixed through the drop-down console and then bind him to a key if you do run across him again. Let me know his name if you do Yosgoroth! If he's too broken to fix, which I doubt, you can build a working clone replacement for him through the drop-down console once again then bind the new clone to a key to spawn-in instead. There's instructions with-in the Readme files that show how you can make your own personal styled marines if you care to experiment with them.

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=Murph= Author
=Murph=

Update: Just came to the conclusion or realization that how the Multi-Player Armed Marine Models most likely appear and operate all come from with-in the games main build C+Coding. It's all the coding that sets up the Doom3 World at the base level. I would not even attempt to mess around in it even if I could as the results would be not too good I'm sure! .. Modding the outlying game's scripts & def. files is one thing, modding the game at it's very core is a whole different thing altogether really! .. I don't build games, I just mod 'em if I can! :D

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Yosgoroth
Yosgoroth

Aw I see :/ Well too bad but thanks for trying anyway. As for that broken marine I reported to you some time ago, his name is human_marine_plasmagun in the AMS classic marines.
Have a good continuation dude :D

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TheArmyGuy
TheArmyGuy

Quick question what does it start right at mars city?

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=Murph= Author
=Murph=

Hey ArmyGuy, If you are asking me where using the mod starts at, you don't have to start a fresh Doom3 game to use the mod. If you're in to a couple of levels already, then decide to install the mod, you will only have to restart the level that you are currently in. I'm pretty sure the game will do that itself anyway, if I remember correctly, but from that point forward you're good to go with the rest of your levels and game saves.

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DoomedSpartan360
DoomedSpartan360

guys this works with perfected doom just make sure you spawn marines when you have fist

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=Murph= Author
=Murph=

Hey DoomedSpartan360, Thanks for the verification about this mod working in Perfected Doom! I'm really glad to hear that it does! Good to know that it gives you the option to spawn-in a few good marines when all hell is about to break loose! Lol!

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DoomedSpartan360
DoomedSpartan360

But there is a problem when you put helmets onto the marines.A black box appears on they re head.But other than that everything is fine
hey how do you spawn the Marine with the shield?(by that I mean the marine with the helmet instead of the security).Yes I already checked the spawn in guide

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=Murph= Author
=Murph=

"Fire Team2: Haskell" - Type into the drop-down ~ console:

bind "m" spawn ally_security_shield2 "def_head" "head_marine_helmet"

or......

Customising Example Below:

Type into the drop-down ~ console:

set ally_tinman spawn ally_security_shield2 "npc_name" "Tinman" "def_head" "head_marine_helmet" "health" "400"

Push ENTER...

After you build him, this marine build would spawn-in when you type/press {ENTER} the spawn-in code found below into the drop-down ~ console:

vstr ally_tinman

Or Bind him to a key...

bind "j" "vstr ally_tinman"

Check out & open the ally.cfg file, as it can be used to build or customize your own marines at any time. I also like to keep a space between "def_head" and "head_marine_helmet" or "npc_name" and "Tinman" although it may not be necessary to do.

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DoomedSpartan360
DoomedSpartan360

ok how do I give more health and more damage(shotgun marine is hella weak) with to the marines cuzz those barons of hell are so hard to kill

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=Murph= Author
=Murph=

Type into the drop-down ~ console:

set ally_tinman spawn ally_security_shield2 "npc_name" "Tinman" "def_head" "head_marine_helmet" "health" "400" .. Make "400" into say "600" or "800" or "999" at most as I don't the game will allow "1000" for the marines if I remember correctly. As far as the Shotgun Marine goes, I think he may be nerfed by the game itself somehow, as I do remember him always dying first before any other marine even after upgrading his health stats..

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DoomedSpartan360
DoomedSpartan360

hey Murph have you ever considered adding the bravo team armor to some marines.Also new armor skins like gray,blue,gray cammo.

And how about giving the marines the actual weapon model rather than the typical machine gun.Like a marine with the actual chain gun and an actual rocket launcher.

That would make them look more intimidating

I will see if this mod works with Classic RB Doom3 Bfg which is a source port that has mod support for the BFG edition

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=Murph= Author
=Murph=

Moddb.com

This old mod has what you were looking for as far as the real weapons are concerned. I'll answer your other questions shortly as I gotta go to work like right now! ..ugh!

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Reshki
Reshki

Hey there love your mod I use to use it all the time back in the day. Its been years but I wanna play doom 3 again and holy moly THIS MOD was updated! But onto my question regarding your comment: Will this older real weapons mod work in this new version of your mod?

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gorax42
gorax42

Sorry for the necroposting here, I am wanting to inquire about the possibility of playing this with the Doom 3 BFG Fully Possessed VR mod ( i have an HTC Vive and was wanting some squadmates to help me slay some demons! :D)

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=Murph= Author
=Murph=

Hi gorax42, I'm sorry to say that I really don't know if these marines will work or not in the the Doom 3 BFG Fully Possessed VR mod. If the mod you are interested in is based on the original Doom 3 version release than that would be half the battle won in getting this mod and that mod to work together. If not, porting this mod over to the newer re-released Doom 3 BFG Edition would require a better modder ( like someone who could actually write code instead of piecemeal hacking it, erhm, like me! Lol ) In all honesty, I hope someone else picks up the baton from me and runs with it in porting these marines into the newer re-released Doom 3 version or into their own mod builds someday or say into your VR Mod! It would be alota work, time consuming, frustrating as Hell sometimes, but HOT DAMN when I make the game bend to my will!!! HAHAHAHA! .. Peace!

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Guest
Guest

I just found this mod and was playing Perfected mod. Is the thunderbolt mod compatible with this build or do I need drop back down to an older version?

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Valken
Valken

This was my post. This works with regular Doom but when I load the AMS random walking monsters it does not work with Perfected doom. Monsters works with Perfected doom. Would be great if this, the monsters and Perfected doom were all working.

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=Murph= Author
=Murph=

Hi Valken, I've never played the Perfected Doom Mod, or checked for compatibility issues with it, but will get around to checking it out someday to see whats what when using The AMS Ver.8 Mod with it.. The older Thunderbolt Squad Mod or The AMS Real Weapons Mod should still work along with this AMS Ver.8 Mod, I would think as long as the 2 older mod pak.files are numbered lower than the AMS Ver.8 pak.file, meaning they come before the AMS Ver.8 pak.file.. The Thunderbolt Squad Mod & The AMS Real Weapons Mod were intended to be stand-alone mods really, but once again they may work with this AMS Ver.8 if pak.files are numbered lower than the AMS Ver.8 pak.file.. The pecking order of the Scripts is important to determing the outcome of how the characters are implemented into the game, work and function.

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Reshki
Reshki

Is there a way to force the teleportation? None of my guys are teleporting when I take elevators or ladders.

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DoomedSpartan360
DoomedSpartan360

This can run with the bfg.needs some script changes do

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