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 of TinMen Marines & Adds 2 New Ones. "=AMS= 200+ NPC Spawn World"
This is an update to an older mod that adds a total of 12 marines that act as support to help you fight enemies. See full details for the changes from the old version.
Readme File:
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" Allied Marine Squadmates v.6uu "
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Date: 2/10/08
Game: DOOM3
Developer: Murph
Revision: v.6uu - "Unofficial Update"
by Murph at murphs_mailbox@yahoo.com
Original: "A.M.S."- v.31A & v.5 -
by Altroth AkenzieSize: Read-me's
included inside this mod in the
"Old Read-me" Folder.
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Description:
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"With all Major Bugs Fixed ... Extra Features ... and New Marine Styles Added!"
"Squadmates are Back with a Vengence! ... Locked, Loaded and Ready for Action!"
Squadmate Update: This is "v.6uu" the "Unofficial Update" to Allied Marine Squadmates v.5
The modding bug has bit me once again, this time to the benefit of die-hard "DOOM3" fans!
I built and offered a Squadmate Update v.6 Beta mod to Altroth AkenzieSize, the author of
"Allied Marine Squadmates v.5" over two years ago!... I thought "Doom3" was a much better
game with the "A.M.S" marines on hand and with some attention to detail, could be a great
mod offering! Looking back, it's ashame no new versions or improvements ever came to pass
from the original author on this mod. The fact that a new version never materialized does
take me by surprise, but quite honestly... I also had moved on to other things as well.
Checking in on "DOOM3" world, I see some people are still interested in this old, yet fun
mod! My intentions here were to just release my old version v.6 Beta offering to the "DOOM3"
community, as it was, from two years ago! However, like a moth to the flame, I went back in
to the mod, added some features and fixed everything that bugged me! This made my v.6 Beta
mod offering totally obsolete! The New Allied Marine Squadmates v.6uu now reports for duty!
After many custom alterations, repairs and attempts at getting them just right, I am very
happy to say, the Squadmates are back with a vengence! With all of the major bugs repaired,
the "Squadmates v.6uu" are more stable and fun to use now! This new mod adds 12 much needed
upgrades and has a *Bonus Mini-Mod!... I took this oppurtunity to build some new styles of
Marines and added them to the now extended "Allied Marine Squadmates v.6uu" family! There
are the Marines of the "Hybrid Elite: Team" who come on board with a new "Team" weapon and
also the Marines of "Bravo Team - Melee Warriors" ready for some real action packed fun!
So here it is!!! My mod of his mod!!! When looking for a little back-up in an un-forgiving
world... Squadmates v.6uu gives you plenty of spawn-in options to choose from! = Murph =
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Read-me:
********************************************************************
: This mod pak adds 12 much needed upgrades and a *Bonus Mini-Mod! :
1. A Custom Responce - A Custom Command :------------------------------------------
When an "A.M.S." Marine "Follower" is "Talked" to, by clicking your
mouse on him that is, he answers by voice through his helmet head-set
with a new custom responce I made for your Allied Marine Squadmates.
This responce was built with the original helmeted Marines in mind and
includes Squadmates and Hybrid Elite Team Only. It starts with walkie
-talkie chirp, same start sound the zombie Zsec use, followed by one
fluid statement:
Zsec_radio_chirp_start_ "Roger, I'm armed and ready!"
I also made a new custom voice command for the Bravo Team as well.
When you "Talk" to any Bravo Team member and give him the command
to "follow" you ... your voice command states:
"Bravo Team ... Move In and Take Positions!"
2. Repair Your Marine :------------------------------------------------------------
When a Allied Squadmate or Hybrid Elite Team "Follower" Marine is
"Talked" to, he gets "Health" if needed and is able to repair him
-self. Each time you "Talk" to your Marine, his "Health" goes up
50 points. You can monitor his "Health" increases through the drop
down console.
Pressing the Tilde ~ key will lower the "Squadmate Update" status
report on Health Points and First-Aid repairs. Monitor the "Health"
increases as they add up! "Health" will go up until it has reached
its set maximum "Health" limit!
The Bravo Team is similar to above in design, but is also set up
some what differently. Each time you "Talk" to your Marine, by
"double-clicking" your mouse on them, their "Health" will go up
20 points, BUT there is no maximum "Health" limit applied! These
Marines start out at 500 Health and you can build them as strong
as you want! You can monitor the "Health" increases through the
drop down console as well.
3. Marine Added Health Boost :-----------------------------------------------------
I gave all "Sentry" Allied Marine Squadmates v.6uu a lil' upgraded
health boost from 175 to 225 H.P. and all Marines carry 120 Armor.
@ The Health Stats for Original "Follower" Marines labeled below:
The BFG and the Soul-Cube Patrol Marines = 300 Health
The Plasmagun, Rocketeer and Chaingun Patrol Marines = 350 Health
The Shotgun, Machinegun and Pistol Patrol Marines = 400 Health
@ The New "Hybrid Elite: Team" inludes these "Follower" Marines:
1."Hybrid Elite: Kane" Machinegun = 500 Health + 500 Armor
2."Hybrid Elite: Voss" Plasmagun = 500 Health + 500 Armor
3."Hybrid Elite: Strauss" Shotgun = 500 Health + 500 Armor
4."Hybrid Elite: Rutger" SoulCube-Gun = 500 Health + 500 Armor
@ The New "Bravo Team" inludes these "Follower" Melee Marines:
1."Bravo Team: Lane" Flashlight Baton = 500 Health + 500 Armor
2."Bravo Team: Marak" Flashlight Baton = 500 Health + 500 Armor
3."Bravo Team: Miller" Flashlight Baton = 500 Health + 500 Armor
4."Bravo Team: Holmes" Flashlight Baton = 500 Health + 500 Armor
5."Mechanic: Sinclair" Monkey Wrench = 500 Health + 500 Armor
6."Medic: Dr.Rogers" Melee & Drop Pistol= 500 Health + 500 Armor
"Bravo Team" starts at 500 Health + 500 Armor, but has No Health Cap!
* Other than "Bravo Team" not being locked to a maximum Health Cap, I
did not feel all the Health upgrades were excessive. All the "TinMan
Squad" marines carry 400 Health. I didn't want to over do their health
values, as I think it takes away from the game if they are too strong.
Reasonable Health values will make you watch out for them a bit more
and repair them as necessary! Bravo Team and their unlimited Health
capability has more to do with the fact that they are "Melee Warriors"
involved in hand-to-hand combat! Up close and personal can take a toll.
If you feel they take too much abuse you can build 'em up stronger! ;}
4. Zombie "Zsec" Added Health Boost :----------------------------------------------
I gave the Zombie "Zsec" patrol an upgraded health boost as well!
The "Zsec" patrol ranged from 50 to 100 Health ... Need I say more!
My grandmother could handle these guys! At 150 H.P. across the board
the "Zsec" patrol starts to feel like "Trouble" with a capitol "T"!
5. I.D. Funtion Tags :-------------------------------------------------------------
When "Follower" and "Sentry" Allied Marine Squadmates are "Talked"
to, all display their I.D. class funtion or name. I find this to be
helpful if you spawn in a couple of Squadmates. Most 'A.M.S' Marines
look very similar, as they all utilize the one style helmet and the
machinegun model covers many of the other weapons selections used.
After a nasty battle, who is left can get a little confusing without
some sort of I.D... This does include Squadmates, Hybrid Elite and
Bravo Team mod pak variations.
6. New Marine Styles and Team Weapon Added :---------------------------------------
A new Allied Squadmates "SoulCube Patrol" Marine is a "Follower" and
compliments his already in place brother "SoulCube Sentry" .
Included in the original "Allied Marine Squadmates v.5" were two non
functional Marines, broken experimental "left-overs" as far as I can
tell, wasting away! Using them would crash my game instantly! I tried
to get them up and running, but I couldn't...so I gutted the original
coding with-in them and built fresh new Marines! Actually, I was able
to build 4 from the 2, which is certainly getting your money's worth!
These "Re-Claimed Marines" are now added to the "A.M.S." family!.
= Hybrid Elite: Team =
StoryLine 1: The "Re-Claimed Marines" make up the "Hybrid Elite: Team"!
We have Kane, Voss, Strauss and Rutger reporting for duty,! Names look
a bit familiar?... Well they should...In a nod to "Stroggified Kane"
from "Quake4", an experimental syrum shot known as the "Re-Claimer" has
salvaged these very fortunate Marines! The shot must be administered as
early as possible before the horrible affects, caused by the notorious
"UAC Science Dept." become permanent, not only losing your mind, but your
soul as well!... The only upside to the horrible affects you have been
expieriencing is the super human strength fused into your very being!
Along with your Squadmates, it's about time for a little pay back!
1. Kane = Machinegun 3. Strauss = Shotgun
2. Voss = Plasmagun 4. Rutger = SoulCube-Gun
"Hybrid Elite: Team" with Helmets On or with Helmets Off! Your choice
as to how you want your Marines to look!... Just type in the included
Spawn-in Console Commands found below!
The SoulCube-Gun:
The SoulCube is an extremely powerful weapon! Handling the SoulCube is
also an extremely dangerous propositon! Not catching it correctly ends
your life period! On the premise that the SoulCube is a dangerous weapon
and handling it properly requires hours of extensive training... a much
needed solution has been formulated... The SoulCube-Gun! This ultra new
weapon takes the fear out of using the SoulCube and safe-guards the user.
The SoulCube always homes in on the gun for proper retrieval and safety!
Wow!!..What will they think of next?... The SoulCube-Gun has been issued
to the "Hybrid Elite: Team" alone and is exclusive to only them so far.
= Bravo Team =
Bravo Team = spawn-in "Melee" capable marines who are followers or ready
for combat once they are activated... They work off of a talk switch to
either be in "follow mode" or "combat mode" whenever they are talked to.
They will follow you any where the game will allow but if a monster shows
up, you will need to tell them to attack or they will just hang out and
watch you get a beating!
StoryLine 2: Bravo Team Survivors!
After the ill-fated raid on Enpro Plant, initial reports had all the brave
marines of "Bravo Team" down as lost! This certainly would have been true
if not for the fast action taken by Dr.Rogers and Master Mechanic Sinclair.
Fortunatley for four lucky marines, Dr.Rogers and Sinclair were working on
the Oxygen Siphons close by when the fierce battle broke out! These marines
were blown unconscience and left for dead by the ambushing Imps. Dr.Rogers
and Sinclair dragged the unconscience marines to a nearby supply room in
Storage Hall and barricaded themselves in! Dr.Rogers injected all the men
with some type of shot which was suppose to make them stronger, but by the
time a marine from "Fire Team 2" rescued them, the zombification process
had taken root. The "Re-Claimer" syrum shot was administered and salvaged
these six men, but not before some zombie damage, as well as super human
strength had set in. Armed with only Flashlight Batons from the supply room
and Sinclairs hefty Monkey Wrench, the "Bravo Team" is ready to follow your
lead back to safety. Dr.Rogers does not carry a weapon, so he claims, but
some of the men don't trust him as they caught a glimpse of a Pistol hidden
under his coat! Strange! What is he really up to? Can he be trusted? This is
not the time nor the place to test the "Good Doctor" however, as he can still
handle himself surprisingly well and all hands on deck are a must if they are
to survive!.. All "Bravo Team" character names and settings are from "Doom3".
1. Team Leader: Sam Lane 4. UAC Marine: S.Holmes
2. UAC Marine: K.Miller 5. UAC Mechanic: Ian Sinclair
3. UAC Marine: M.Marak 6. UAC Medic: Dr.Pierce M. Rogers
Also included in the original "Allied Marine Squadmates v.5" was a Plasmagun
Zsec Zombie! Even though he was a custom build, he too was non-functional.
Another broken experimental "left-over" wasting away! Using him would crash
my game instantly as well! Once I repaired him to be operational, I had to
fix him some more, as he had the scary bug "Casper the Floating Plasmagun"!
He works great now and his spawn-in code is below:
" spawn monster_zsec_plasmagun "
7. Bug Repair #1 - Fixed The "Casper the Floating Plasmagun" Bug :-----------------
I repaired the "Plasmagun: Marine Sentry" bug. This bug apparently
carried over to the custom build "monster_zsec_plasmagun" character
as well. I am now sure this was a universal flaw to all v.5 based
plasmagun spawns. Every time I spawned the "Plasmagun Marine Sentry"
into the game, an extra plasmagun would float eerily around his feet,
but I could not pick it up or use it. The gun would hang around the
"Plasmagun: Marine Sentry" initially, then float all around the floor
area on it's own like a ghost!... I did away with this as the game is
quite spooky enough already ;)
8. Bug Repair #2 - Fixed The "Flawed Hands" Bug :----------------------------------
Originally, all the Marines had flawed hand-skins revealing some very
nasty wounds. In the verion #0.5 release, 5 of the 8 classes of Marines
had corrected hand-skins. The 3 classes that were still having problems
were the plasmagun, the BFG and the rocketlauncher Marines all showing
flawed hand-skins in my game. This problem bugged me enough to go back
into my mod and repair these unsightly flaws!
9. Bug Repair #3 - Fixed The "Wrong Weapon Drop" Bug :-----------------------------
When either the BFG or the rocketlauncher Marine "Follower" got killed
his class weapon was not available for pick-up. The machinegun was the
available drop weapon. More machinegun ammo is always nice, but I prefer
my fallen Marines BFG or the rocketlauncher, so I made it available upon
either Marines death!
10. Bug Repair #4 - Fixed The "I'll Die Holding a Machinegun" Bug :-----------------
The original author was under the false impression that because of some
limitations in the Marine model, most would die still holding tightly to
the machinegun cover, suggesting in his Read-me files the quote below:
"I imagine that it is a bug related to this and until I get someone
to model me a Marine or at least animate one it will probably be
stuck that way for awhile. Just pretend it is not there."
This bug bugged the hell outta me!..So Yup! I fixed it! All 'A.M.S' Marines
now not only drop the correct weapon they were carrying, but now when you
view their dead bodies, their hands will be free of any weapon! No longer
will they still be clutching at the machinegun while the chaingun they were
supposedly carrying, lies at their feet awaiting pick-up.
11. Bug Repair #5 - Fixed The "Help! I Just Spawned-In a Maniac" Bug :--------------
How annoying this bug could be, along with doors that float away that is!
This was atop the must fix list! 'A.M.S' Marines were prone to acting in a
totally eratic way sometimes!! Running off here and there, into walls and
locked doors while yelling "Fire,Fire!" when nothing was apparently around
or wrong! An out of control mad man is just not any fun! Not only would they
ignore you in the quest for the "rabbit" they were after, but would also run
right past other demons, ignoring them as well! Of course the other demons
would take full advantage of this and promptly dish out the smack down! This
bug, above all others, would really ruin my mood! Not anymore! 'A.M.S' Marines
will now be calm, cool and collected! They will not play "I see dead people!"
four rooms away and leave you hanging in the breeze!
12. Bug Repair #6 - The "Doors Flying Off of Their Hinges" Bug :--------------------
The most noteable 'A.M.S' bug of all time was doors flying off of their hinges!
When ever a Squadmate Marine got near a door it would literally blow off of its
hinges and float mysteriously away! Even though this bug needed to be corrected,
you could always use it to your advantage to open a locked door without searching
for the key...Uhm! Just Kidding! This bug took me the longest to find and as usual
was sitting right under my nose! I stumbled across the solution while building the
"Bravo Team". I was happy to fix this bug and I am not going to miss it!
*Bonus* The Mini Mod in a Mod - : Squadmates-TinMan Main Script Mod for Doom3 :---------
My included "Doom_Main Script Mod" for Doom3, if you decide to use it,
will give you the versatility to spawn-in either the "TinMan Squad" or
the "Allied Marine Squadmates" or both into the game at the same time!
This altered doom_main.script file will need to be put into the scripts
folder of either mods pak.4 file..Look in the "Extra Mod & Info" folder
for this file and instructions on how to use it to combine the two forces!
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Installation:
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1. Place the pak101.pk4 file in your Doom3/Base directory.
Note: If you already have the original "A.M.S." Pak100.PK4 file installed
you can either remove it or leave it in place. Technically speaking
The new "A.M.S." file "should" over-ride the old file. For the sake
of keeping things problem free though, I would suggest removing it!
This file has a new doom_main.Script file so if you are running
a mod which includes one already, this will interfere with it.
A fix for this is included in your original "A.M.S. Read-me."
I included both "A.M.S." v.31A and v.5 Read-me's in this mod pak.
Look in the "Extra Mod & Info" folder for this file and detailed
instructions on how to use it!
2. Access your console and follow the directions from your original
"Allied Marine Squadmates" to choose which marine you wish to spawn.
Below is a quick quide from my DoomConfig.cfg file. I have all Marines
bound to a key for quick spawn into game.
To spawn any of these, use ~ to access your console (or CTRL+Shift+~ if you
have not added +seta com_allowConsole 1 to your command line yet) then spawn
one of the following objects. Type "bind" "KEY" before "spawn" if binding to
a key!... Examples Below:
: Squadmates and Hybrid Elite Team Set-Up :
1. bind "n" spawn human_marine_machinegun
2. bind "m" spawn human_marine_machinegun_follower
3. bind "b" spawnhuman_marine_shotgun
4. bind "h" spawn human_marine_shotgun_follower
5. bind "i" spawn human_marine_pistol
6. bind "g" spawn human_marine_pistol_follower
7. bind "o" spawn human_marine_plasmagun
8. bind "p" spawn human_marine_plasmagun_follower
9. bind "j" spawn human_marine_rocketlauncher
10. bind "k" spawn human_marine_rocketlauncher_follower
11. bind "v" spawn human_marine_bfg
12. bind "x" spawn human_marine_bfg_follower
13. bind "," spawn human_marine_chaingungun
14. bind "." spawn human_marine_chaingungun_follower
15. bind "-" spawn human_marine_soulcube
*New - 16. bind "a" spawn human_marine_soulcube_follower
*New - 17. bind "d" spawn human_marine_sentryguy
*New - 18. bind "e" spawn human_marine_sentryguy_follower
*New - 19. bind "s" spawn human_marine_elite
*New - 20. bind "w" spawn human_marine_elite_follower
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17. human_marine_sentryguy -------------is Hybrid Follower Rutger - SoulCube-Gun
18. human_marine_sentryguy_follower ----is Hybrid Follower Strauss - Shotgun
19. human_marine_elite -----------------is Hybrid Follower Kane - Machinegun
20. human_marine_elite_follower --------is Hybrid Follower Voss - Plasmagun*
: Above are Hybrid Helmets Off Spawn-in Console Commands :
__________________________________________________________________
: Below are Hybrid Helmets On Spawn-in Console Commands :
* Want the helmets "On" your "Hybrid Elite: Team"? Type and bind these commands instead!
*New - 17. bind "d" spawn human_marine_sentryguy"def_head""head_marine_helmet"
*New - 18. bind "e" spawn human_marine_sentryguy_follower"def_head""head_marine_helmet"
*New - 19. bind "s" spawn human_marine_elite"def_head""head_marine_helmet"
*New - 20. bind "w" spawn human_marine_elite_follower"def_head""head_marine_helmet"
***********************************************************
17. For Rutger:--- spawn human_marine_sentryguy"def_head""head_marine_helmet"
18. For Strauss:-- spawn human_marine_sentryguy_follower"def_head""head_marine_helmet"
19. For Kane:----- spawn human_marine_elite"def_head""head_marine_helmet"
20. For Voss:----- spawn human_marine_elite_follower"def_head""head_marine_helmet"
: Important - Make sure to include the paranthesis " " as shown above! :
__________________________________________________________________
These command line alterations above, give you some control over the Marine you would
like to use for spawn-in! You can spawn-in the "Hybrid Elite: Team" with helmets off
or tweak'em to put the helmet on. The choice is yours!.. Just apply the heads with the
helmets using the console commands above! If you really want a different style helmet
as an option, you can always substitute "head_security_helmet" for "head_marine_helmet"
which is the black full helmet with goggles or "head_security_goggles" which is the
black half helmet with goggles! Like I said before...The choice is yours!
Obviously, my DoomConfig.cfg files, that are included in this mod, are really just for
an example. You can discard them if you want to or use in place of your own as well.
The Marines are all bound to keys already, but if you would like to do it for yourself
the commands above will need to be typed into the drop-down console. You can bind these
spawn-in Marines to any keys you wish.
Look in "DoomConfig Helmets On" or "DoomConfig Helmets Off" folders for my already
done DoomConfig.cfg files!
___________________________________________________________________
: Bravo Team Set-Up :
1. bind "a" spawn monster_zombie_maint_flashlight2 = Team Leader: Sam Lane
2. bind "b" spawn monster_zombie_maint_flashlight3 = UAC Marine: K.Miller
3. bind "c" spawn monster_zombie_maint_flashlight4 = UAC Marine: M.Marak
4. bind "d" spawn monster_zombie_maint_flashlight5 = UAC Marine: S.Holmes
5. bind "g" spawn monster_zombie_maint_wrench2 = UAC Mechanic: Ian Sinclair
6. bind "k" spawn monster_zombie_labcoat_pipe2 = UAC Medic: Dr.Pierce M. Rogers
********************************************************************
: Bravo Team - Melee Warriors :
..I wanted to offer something a little different to the "Doom3" community.
Something that was unique, as far as the spawn-in marines go! I felt that
there was a lot of potential with the under utilized flashlight and wrench
zombies to add a new twist to an old game!
Bravo Team are spawn-in "Melee" capable marines who are followers or ready for
combat once they are activated. They work off of a talk switch to either be in
"follow mode" or "combat mode" whenever they are "Talked" to. They will follow
you any where the game will allow and actually make better followers, at times
than the other marines. Even though they are a little slow,they apparently have
the extra ability to work their way out of uneven flooring situations that the
other marines would get stuck in and can't over-come. If a monster shows up you
will need to tell them to attack or they will just hang out and watch you get a
nasty beating! Once the threat has been handled "Talk" to them once again to put
them back into "follow mode" until the next problem arises! These marines were
built strong with 500 health and 500 armor. They will use the heavy flashlight
baton to smack the crap outta most Imps or Pinky's and I have added a "CLANG"
sound when they do hit something with the flashlight! They are repairable by you
when you "Talk" to them! As stated above, Bravo Team and their unlimited Health
capability has more to do with the fact that they are "Melee Warriors" involved
in hand-to-hand combat! Up close and personal can take a toll. If you feel they
take too much abuse you can build 'em up stronger if you want to! They do make a
good line of defense and will keep advancing enemies at bay as you provide cover
fire when possible! A voice command from you to them to "follow" says "Bravo Team
... Move in and take positions!" They'll talk on their own as they please and yell
out different battle chatter per man while fighting any enemy!
Master Mechanic Sinclair and Medic Dr.Rogers are two other characters built in
the same manner, following the outline of the Bravo Team above! Master Mechanic
Sinclair carries the hefty monkey wrench around and knows how to use it quite
well! Dr.Rogers does not carry a weapon, so he claims, but can still handle him
-self surprisingly well! These characters are not "Gibbable" so don't bother, but
they do include "Death Skins" once they are killed! "Bravo Team - Melee Warriors"
will not impact the original zombies they were born from, as I was mindful to make
sure they wouldn't! As a matter of fact, I added two new Flashlight Marine Zombies
to the gang while building them!"Bravo Team" console command lines are found above!
********************************************************************
: Mod Notes :
! *FYI Note: "Hybrid Elite: Sentry"-----------------------------------------------
Included with-in this v.6uu mod pak is another Marine not activated.
"Hybrid Elite: Sentry" Machinegun = 500 Health + 500 Armor. I built
him early on and decided to implement only the "Follower" Marines.
The New "Sentry" is a post guard and Not a "Follower". If you want a
stationary "Hybrid Elite" guard for some reason, just swap his file
with #3."Hybrid Elite: Strauss" with-in this ver.6uu mod pak file...
Remember to "name" swap these two files, as this is very important!
"sentryguy_alternative.def" file will need to read "sentryguy.def".
! *FYI Note: Custom Flashlight Marine Zombies :-----------------------------------
Included with this v.6uu mod pak is 2 custom flashlight marine zombies
I made while building the "Bravo Team". They originally only came in a
jawless jumpsuit version. I added a new head to the original jawless
jumpsuit version and both custom versions as well. I also added the
"CLANG" sound when they hit something with the flashlight! The console
command lines are:
"spawn monster_zombie_maint_flashlight0"
"spawn monster_zombie_maint_flashlight1"
! *FYI Note: v.6 Beta Info :------------------------------------------------------
I was not going to include my original modded file for "A.M.S" v.5
with this mod pak. but decided maybe I should!... If the new v.6uu
gives you any troubles for some reason, try v.6 Beta as a back-up
plan instead! Even though this v.6 Beta is obsolete, it's still an
improvement over ver.5! Hey, if it works, a little upgrade is better
than no upgrade at all! Read more in "My 2005 v.6 Beta" folder!
! *FYI Note: Monster Spawn-in Guide :---------------------------------------------
Want to spawn-in some trouble? Type in the included monster console
commands! I'm pretty sure these poor souls are beyond the syrum shot
known as the "Re-Claimer"! You and your Squadmate Marines really only
have one option here and it ain't gonna be pretty.Take 'em out Marine!
Look in the Monster Spawn-in Guide folder! Included are some custom
build zombies!
! *FYI Note: Just a Reminder :----------------------------------------------------
The "A.M.S." Marines are spawned-in asleep. To wake them up shine a
flashlight at 'em. Getting injured or attacked by an enemy while still
asleep will also activate them, but who wants to wake up like that?
! *FYI Note: Want to take your "Hybrid Elite: Marines" Helmet On or Off? :--------
I thought it would be cool to offer the "Hybrid Elite: Team" with the
option of wearing the helmets or not wearing the marine helmets. The
choice is yours! How else could you see what your marine is supposed
to look like? This won't apply to the original Squadmates or "Bravo
Team", but as fo the "Hybrid Elite: Team" I included the alternative
console commands to alter their look! To have the new Marines look
one way or the other, Helmets On or Helmets Off , just type in the
Spawn-in Console Commands found above!
! *Disclaimer Note: "Machinegun ScreenShots":-------------------------------------
You may have noticed, in some of the included screenshots, the dark
blue/silver machinegun instead of the standard drab green machinegun.
This machinegun mod is not included with in this "A.M.S" mod pak. This
mod is from my own personal mod stash, which also includes upgrades to
all of the other weapons selection as well. Sorry, releasing a complete
weapons mod here isn't what the "A.M.S" mod is all about, but who knows,
a stand alone weapons mod down the road is always a possibility though!
**********************************************************************
Extra General Build Info and Credits :
**********************************************************************
This mod update was originally built by me and offered to Altroth AkenzieSize, author of
"Allied Marine Squadmates v.5", over two years ago on 9-10-05!..You can view my original
offering in my folder labeled "My 2005 v.6 Beta". I thought that "A.M.S." with a little
work, could be a really great mod offering. Even with some of the flaws, "Doom3" was a
better game with "A.M.S" marines on hand.
I'm also a big fan of Author: Jarad "TinMan" Hansen and his "TinMan Squad" also known as
An Allies Mod for Doom IIIVersion: 0.3 BetaDate: 2004-09-26..This was another awesome mod
to compare to and is really modding at it's best!.. I pay homage to his skills a little
further down! This mod was out about the same time, and offered improved stability along
with extra features per marine. Something I felt, the "A.M.S" marines could aspire to!
The "TinMan", as I'm sure you can tell, put alot of time and work into his mod no doubt!
Although the "TinMan Squad" offered improvements, it only offered 4 styles of spawn-in
Marines vs."A.M.S" offering 16 spawn-in Marines. Each mod has it's own pro's and con's
but "A.M.S." really needed much attention to help bring it closer to the quality level
of the "TinMan Squad". Some of the ideas for the upgrades and how to implement them come
from TinMan Squad, but I didn't want to turn them into the TinMan Squad! Both mods have
their own personality or unique quality that set them apart and I was mindful of this as
repairs were made! Keeping them somewhat unique always gives you different options, which
is ultimately a good thing! I did want both the Squadmates and TinMan marines on hand in
the same game and at the same time! Altering the doom_main script accomplishes this, side
by side ready to rock!
In the past,the Squadmates only offered the one helmet style head for all of the "A.M.S"
marines. I could have easily changed this so all the Squadmates had different heads if
I had wanted to, but I didn't! It was the intentions of the original author to have the
Squadmates look this way! The Tinman dose not use this particular helmet on his style of
marines, not in my version any way! I like the helmet style and if you happen to have
some "TinMan" marines in-game, this helps make the "A.M.S" marines easier to recognize.
This works out very nice and I can appreciate the uniform look, but after giving some
more thought on the subject, I started to think a little differently about the "New"
Marines being offered!
I thought it would be cool to offer the "Hybrid Elite: Team" with the option of wearing
the helmets or not wearing the marine helmets. How else could you see what your marine
is supposed to look like? This won't apply to the original Squadmates, but as for the
"Hybrid Elite: Team".. I have included the alternative console commands to alter their
appearances! Type in the correct "Spawn-in Console Commands" into the console to have
the new Marines look one way or the other! Helmets On or Helmets Off The choice is yours!
After studying TinMan marines against Squadmate marines I was able to tweak my Squadmate
"Followers" to voice talk when talked to with a custom made responce and to have them
get health as is one of the cool features of the TinMan marines. By pressing the Tilde ~
key for the drop down console, you'll find "Squadmate Update" report. This is where you
can monitor their Health status and First-Aid repairs!... When "Follower" and "Sentry"
Allied Marine Squadmates are "Talked" to, all display their I.D. class funtion or name.
TinMan's marines feature a "Follow Switch" which is still exclusive to them as far as the
Squadmates and the "Hybrid Elite: Team" go . Even though I like this feature, Squadmates
already have "Sentry" marines to stay put and protect your back. TinMan marines do not
have "Sentry" marines and this switch handles that job nicely! This also keeps the two
mod offerings somewhat different in the process! The "Bravo Team" does utilize a follow
switch, but is set up somewhat differently than the TinMan marines offering.
"Bravo Team" = spawn-in "Melee" capable marines who are followers or ready for combat once
they are activated. Working off of a new custom made script and a talk switch to either be
in "follow mode" or "combat mode". Whenever they are talked to, they will follow you to any
where the game will allow. If a monster shows up, you will need to tell them to attack or
they will just hang out and watch you get a beating! They will attack on enemy sight and
stand at attention when the battle is done waiting to be put back into "follow mode" by you!
I then got busy on fixing some of the bugs that bothered me, and there were enough of them.
Believe me...It wasn't as easy as some would think! To get it right, had me pulling my hair
out at times! Oh Yeah, the machinegun "Follower" marines name is "Machinegun Murphy" and was
my usual spawn-in marine buddy of choice. I left his name as is. Hopefully you don't mind my
name sake running around in your game! You can always change his name if you want to!
In some types of mod maps available, TinMan marines had the edge. They had extra features
over the Squadmates, such as a wide range of available heads for those who want this. They
were usually more stable and a bit more predictable under most circumstances. This mod pak
helps bring the Squadmates up to speed with versatility and stability as well!
I realize this Read-me has gone on way too long with info! So what!!! For those interested
in reading the inside story on this "Doom3" mod, they might appreciate it!... Who knows how
long if ever, before a new version #.7 comes around with new improvements added!
I hope I'm not missing some important detail here! I had forgotten how much fun "Doom3" was
while using mods like this one. I gave it a quick run through in-game to get some pics of the
"Hybrid Elite: Team", "Bravo Team" "Squadmates" and "Tinman marines" all in-game together at
the same time! All the repairs seemed to work out extremely well and I'm very happy with the
latest results! I hope you like the repairs I made so far and your "Re-Claimed Marines" as well!
Good Luck and Enjoy! Murph
*************************************************
Credits:
*************************************************
Much thanks to Author's:
1. Altroth "deviroth" AkenzieSize ( deviroth@yahoo.com ) for "Allied Marine Squadmates v.5"
2. Jarad "TinMan" Hansen ( tinman_squad at hotmail.com ) for "The TinMan Squad v0.3 Beta"
{* also known as "An Allies Mod for Doom IIIVersion: 0.3 Beta" Date: 2004-09-26. }
&
For Contact Purposes:
on
"Allied Marine Squadmates v.6uu"
For "Doom3"
Revision: v.6uu - "Unofficial Update"
William "Murph" Murphy ( murphs_mailbox@yahoo.com )
*Other "Mods by Murph" inlcude mods for "Quake4" and "Far Cry"
*************************************************
* Copyright / Permissions/ Legal Stuff *
*************************************************
You may re-use the files involved in this zip for your own mods or builds freely.
If you plan on using this mod or these files in an altered state, You may, provided an honorable
mention or credit is given to Not Only Me, But The Above Listed Authors As Well, with in your own
builds "Read Me"txt. file.
If you plan on using this mod or these files in your own build as is, in an unaltered state,
You Must include my "Read Me"txt. file, unaltered within your own build and the above listed
authors "Read Me"txt. files in an unaltered state, as well. An honorable mention or credit
in your own builds "Read Me"txt. file. would be appreciated.
Providing me with notification or contacting me about your own build is not a requirment,
but it would be nice to check out your mod.
*Distribution* You MAY distribute this Add-on, provided you include my "Read Me"txt. file,
unaltered and state any modifications to it in a seperate "Read Me" txt. file .
You MAY distribute this Add-on in any electronic format (BBS, Diskette, CD, etc) as long as
you include all files intact and it's free of any charge.
If you wish to distribute this in a game magazine, please notify/contact me.
You MAY distribute this Add-on as long as it's free of charge.
* I assume no responsibility for any problems that may arise due to the use of this mod in
any shape or form. The user takes full responsiblity for his/her actions in the use of this mod.
** Had to be said to cover my butt :)