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 mod from Murph allows you to have NPC's help you though the missions. See File Details for much more info.
Readme File:
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"Allied Marine Squadmates v.7.ufo"
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Date: 8/7/08
Game: DOOM3
Version: v.7.ufo
Developer: Murph
Single Player: Yes
Revision: =AMS= v.7.ufo
=AMS= "United Forces: Official"
by Murph at murphs_mailbox@yahoo.com
=AMS= Original Author: Altroth AkenzieSize
Project Contributor: Murph
Project Contributor: Dafama2k7
Project Contributor: Jarad "Tinman" Hansen
Project Contributor: Nivelxe & "DC Dev Team"
Project Contributor: Michael "ReKTeK" Knight
Previous Revision: =AMS= v.6uu
Original Versions: =AMS= v.31A & v.5
All Authors Original Read-me's are 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: Prepare for "Allied Marine Squadmates v.7.ufo" .."United Forces: Official"
I am very proud to present... "Allied Marine Squadmates v.7.ufo".."United Forces: Official". This is a one of a kind "Special Edition AMS" mod offering! After much work you'll find that this new mod build is heavy with some awesome upgrades! "=AMS= v.7.ufo" combines the talent and skill of some premier "Doom3" modders who lent their support and contributions to this latest =AMS= effort! After the well received "=AMS= v.6uu" debuted with some needed upgrades to "=AMS= v.5"... many "Doom3" fans wrote in with more suggestions to implement. Aiming to please =AMS= fans, I went back to work on the new mod upgrade! To make this new extended mod
offering quite unique, I enlisted the help of some modders who are well known in the "Doom3 Community" for their skills and talents! ... A good thing just got better! "=AMS= v.7.ufo"
"=AMS= Spawn World"
With almost 200 unique spawn-ins available...
"AMS v.7.ufo" gives you plenty of spawn-in options to choose from!
* Some of the spawn-in features to look forward too! *
1. "Allied Marine Squadmates" : The "=AMS= Classic Marines" by "Altroth AkenzieSize!"
2. "Hybrid Elite: Team" : The "Re-Claimed" Marines with a New Soul-Cube Gun!
3. "Recon Zulu: Team" : The "Chronicles" Marines by "Nivelex" & "DC" Team!
4. "Bravo Team" : The "Melee Warriors" sporting Flashlight Batons!
5. "Rescued Followers" : The "Doom3 Cast" as Interactive NPC's made to Follow!
6. "Cinematic Hero" : "Doomguy" in a Teleportation & Patrol Novelety Piece!
7. "=UAC= BFG Campbell" : "Campbell" with a BFG working off the New "Tinman" script!
8. "Fire Team 2" : "Tinman" styled Marines with a New Trial Phaser Gun!
9. "Fire Team 4" : The "Melee Warriors" wearing regulation "Soldier" uniforms!
10. "=MPS= Marines" : The "Melee Warriors" as "Multi-Player Soldiers" from on-line!
11. "Zombie Z-Squad" : An elite "Infantry Squad" gone bad provided by "Dafama2k7!"
12. "Bernie the Demon" : "Bernie" makes fire with newly acquired "Archvile" powers!
13. "Skeleton Zombies" : These 3 New "Skeletons" are ready to rattle your bones tonight!
14. "=UAC= Sentry Robot" : 2 Reprogrammed Sentry Robots made to follow and attack by "ReKTeK!"
15. "=UAC= Hazmat: Dr.Michaels" : 7 "Melee Warriors" * 1 "Rescued Follower" * 4 "Zombies" as Hazmat!
When looking for a little back-up in an un-forgiving world... "=AMS= United Forces" reports for duty!
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: Please Note :
1. =AMS= spawn-in codes are located in the "=AMS= Spawn-In Guide".
2. Monster spawn-in codes are located in "Monster Spawn-In Guide".
3. Included for referral is "=AMS= v.6.uu Readme". This old Readme
does contain some prior info still relevant to this new mod ver.
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Read-me:
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I am very proud to present... "Allied Marine Squadmates v.7.ufo".."United Forces: Official". This is a one of a kind "Special Edition AMS" mod offering! After much work, you'll find that this new mod build is heavy with some awesome upgrades! =AMS= v.7.ufo" combines the talent and skill of some premier "Doom3" modders who lent their support and contributions to this latest =AMS= effort! =AMS= Classic Marines are on hand along with some special additions to the =AMS= family!
After the well received "AMS v.6uu" debuted with upgrades to "AMS v.5", "Doom3" fans wrote in with more suggestions to implement as well as bugs to fix!..Aiming to please =AMS= fans, I went back to work on the new mod upgrade! To make this extended mod offering really unique I enlisted the help of some well known modders! A good thing just got better! "AMS v.7.ufo"
"Doom Chronicles" Marines as "Recon Zulu" Team and "=UAC= Marine" Support :
The "Doom Chronicles" Marines by "Nivelxe" and his "Doom Chronicles Dev Team" have joined =AMS= for a special appearance with their awesome Marine models and skins! In this release, acting as "Doom3" own team "Recon Zulu", the "Doom Chronicles" Marines have been converted to fit smoothly into the "Squadmates" format by me! They really fit the bill for those =AMS= fans who wanted their "Squadmates" wearing the marine soldier uniforms instead of the black "Z-Sec" styled uniforms! Nobody offers a higher quality, fully functional marine soldier skin than the "DC TEAM" skin being offered right here and I'm thrilled to have it! .. There are 4 "helmeted" Marine's of the "Recon Zulu" team who are named in honor after some of the "Dev Team" members!
I added in a custom squad voice to end most battles that states... "Echo 1.This is Recon Zulu!" Off of this "Recon Zulu" team build I decided to add a little extra offering for those who like to use the main characters!
Acting as "=UAC= Marine" Support, you have "Sarge" available with a plasmagun ready for action stating "Excellent work marine!" and "Campbell" who states " Right! Whatever you say Counsler!" "Player", aka "Doomguy", is also available and his statement is joined to your responce to him. "This place looks like hell!" he says..."Move in and take positions!" is your automatic return responce back to "Player". Just for fun, I gave "Bravo Team" leader "Sam Lane" a little double
-duty role and a spot on "=UAC= Marine" Support. Hey, there's only so many heads to go around, so some one has to work a double shift!... After suffering the horrible zombification process, this assignment is a cake walk for the once "Bravo Team" leader now in new gear!
Not only does "AMS v.7.ufo" contain some great upgrades, like the "Rescued Followers" or a fun novelty piece I call "Cinematic Hero", a special appearrance from the "TinMan Squad" author is on hand! When it comes to "Doom3" scripting, no one does it better than Jarad "TinMan" Hansen and he has honored me with his newest script "TinMan Alpha 3x"!.. Originally, I had intentions of using this new script in making another "Doom3" team named "Fire Team2" and went so far as to build them... but later I decided to use this script for another purpose instead. I put this new script to work in handling the animations of my "BFG Buddy"... "=UAC= BFG Campbell!"
"=UAC= BFG Campbell" :
I am very proud to present "=UAC= BFG Campbell". He is surely one of a kind and is my latest creation! "=UAC= BFG Campbell" is "Doom3" own model brought to life by combining some of the offerings of the developers mentioned above...."=UAC= BFG Campbell" is a spawn-in "Follower" Marine who comes "Alert Ready!" and eager to fire the BFG... KABOOM!!!... Enemy?... What enemy?
All the Marines enter the area through the fiery "=UAC= Teleportation Portal System", however, "=UAC= BFG Campbell" has the special added ability of "Fully Automatic Teleportation". He is the only Marine to be issued a fully operational mobile "TPS". He is included here and being offered as a stand alone mod as well. However, to avoid any confusion with install, "=UAC= BFG Campbell" will only be offered in one version here! "BFG Campbell-NPC Safe" is the version included here
as opposed to another version I made labeled "BFG Campbell-Kills NPC". "=UAC= BFG Campbell" is quite a mod in his own right and I have included his seperate "Readme" file along with this mod if you care to learn more about using him!"BFG Campbell-NPC Safe" has been updated to ver.1.1!
"Fire Team2" Marines :
In using the "TinMan" script to operate "=UAC= BFG Campbell", I was forced to alter which script would handle "Fire Team2". Like I said, they were originally "TinMan Squad" soldiers, but now with the =AMS= script change, they are a hybrid mix. They look and sound like the "TinMan Squad" and after adding in the helpful scripting contributions to the =AMS= script by "DaFama2k7", they even act more like the "TinMan Squad" than ever before! In honor of my project contributors I did name two "Fire Team2" Marines after them. "Fire Team2: Hansen" and "Fire Team2: Fabrega" report for duty..."Fire Team2: Fabrega" carries a "converted" plasmagun and I built two new "Fire Team2" members who each sport a new weapon as well!
"Fire Team2: Spock" reports for duty with a newly issued "Soul-Cube Gun" a weapon first delivered to the "Hybrid Elite: Team" and "Fire Team2: Kirk" reports for duty with a newly issued "Phaser". Uhmmm... Did you say Spock?... Kirk?... Phaser? ... lol!!!... Why not??? ... I ran outta names!!!
Produced by "UAC Engineering Dept." The experimental "Phaser" is a brand new weapon. Only one has been issued thus far and it is "Fire Team2: Kirk's" job to see if it is fully operational and field ready! Your "Fire Team2" does come with "Door Ghosting" abilities and "Short Range Teleportation"!
"Fire Team 4" Marines and "=MPS= Marines":
"Fire Team 4" and "=MPS= Marines" are very similar in the fact that they are both "Melee Warriors". These guys suffered a similar fate as "Bravo Team" and now give you more spawn-in melee action!!! Both offer their own unique qualities."=MPS= Marines" are the "Multi-Player Squad" brought to life outside of the on-line experience! They work off of the "Bravo Team" script and definately add some color to the game! "Fire Team 4" sports the "Melee Warriors" in standard soldier uniform that are complete with helmet and some well known non-helmeted faces as well! I felt "Fire Team4: Ving" and "Fire Team4: Webb" were under utilized as just "Rescued Followers" and gave them double-duty as "Fire Team4" members!
There's also other offerings for "Fire Team4" as "Sarge", "Campbell" or the hero "Player" as well! These soldiers also work off of the "Bravo Team" script
"Fire Team 4" does include a flashlight soldier as well as a wrench carrying soldier to smack heads if need be! I added in a custom squad voice that states "This is Fire Team 4...We are attempting to secure the area!"
"=UAC= Hazmat: Dr.Michaels"
This yet another character who really is involved in the "Doom3" story-line! Most NPC characters I have built for spawn-in do mirror an in-game entity in name and likeness! "Dr.Michaels" is not any different and can be found in "Delta Labs Level 2B" busy at work dissecting an "Imp"... He hopes to find some kind of weakness that can be exploited in defeating these horrible abominations from Hell!
There are eight styles of Hazmat "Followers" available to use and four styles of Hazmat "Zombies". "Dr.Michaels" can be spawned-in as a "Resuced Follower" holding the Flashlight Baton or as one of the "Melee Warrior" offerings. As a "Melee Warrior" the good doctor, gives you a choice of a hands free model or holding the Flashlight Baton up high against his chest or down low at his side! "Doc" can be spawned in holding the hefty Monkey Wrench or he can be spawned-in battered and bloodied as well. As a "Resuced Follower", I have tweaked "Doc" so his eyes do "blink" while inside the Hazmat helmet. It does add a little more realism to the character and this trait was also used on the three battered "Dr.Michaels" offerings as well. You will notice his face plate is smashed and he has blood on his forehead. Yup!.. He does look quite bad, but compared to the "Zombie" version, he looks good!
The three versions of the battered "Dr.Michaels" and the "Zombie" versions are gibbable upon death!
Much work went into "Dr.Michaels" to make him functional. His model, as well as a few others, are nothing more than "hollow" ghosts! Building them and working off of the "Bravo Team" script or the "Resuced Follower" script once again enables you to make the most out of your "Doom3" experience!
"Rescued Followers" :
"Rescued Followers" are the "Doom3 Cast" members made into interactive Followers! These NPC's were never intended to be doing what I got them doing! To actually make some of the them available for spawn-in as physical entities and interactive Followers really took some doing and some very custom alterations! These seldom seen NPC's have now been "Rescued" from a life of momentary appearances in "Doom3" to "On Demand!" special guests by you!.. Talk about making the most out of your "Doom3" game!
"Rescued Followers" are pretty much what the name implies in more ways than one!... "Thank God!" you came along to save the day, as these NPC's are completely helpless on their own! Let's just say that when "All Hell Broke Loose!" these guys were caught off guard without weapons or ammo! They are willing to provide you company as you lead them to safety or to stay put if you do command so! A voice
command from you to them states "Move in!" or "Pull back!" as needed... When an enemy does arrive, they do their best to help out by getting in the enemies face and do succede in slowing down an on coming attack a bit, enough time for you to gather yourself and jump into action!
Some of the "Rescued Followers" were built from noteable "standard" issue game characters who were well developed with dialogue and gestures... Others were built from "standard" game characters who were non-talking entities or "Ghosts" and didn't really have much to offer in entertainment value.
I have included most of the "standard" characters spawn codes along with the "Rescued Followers". Even though the "standard" issue game characters won't follow you around due to how they have been built, they are fun to talk to as they will have about 2 to 4 different responces or gestures worth checking out! Some of the "standard" issue game characters have been tweaked or upgraded by me to
"speak" their scripted lines when spoken to, making them a little more fun or interesting!
I first built the "Rescued Followers" using the "human_marine_machinegun" def.file in their make-up. Later on, I made my own "npc_follower_base" def.file and tried this out as well. Spawning both styles in side by side proved to show noticeable differences in basically the same character! For most, the new def.file was an upgrade, as it takes advantage of the character's natural animation!.. For others
however, it was a bit of a downgrade in their "Idle" mannerism as opposed to the original def.file! I decided to keep both files on hand and they are ready to operate the "Rescued Followers" for you!
All "Rescued Followers" are not gibbable, but the "Standard" issue characters are gibbable! This way you can spawn in the "Standard" issue characters and see what they were like or had to say. Once done, you could get rid of them and replace them with the "Follower" versions. Most of the "standard" issue characters would fall apart and disappear with one swat of your Flashlight Baton! However, now that I gave them their proper name tags, you can't use the Flashlight Baton to easily
dismiss them any longer and will now have to shoot them instead! Obviously you don't have to spawn in the "Standard" issue characters at all, but this fun choice is always there if you please!
Some may argue, "Why spawn them in if they can't kill enemies?" and my answer is this... "How many spawned-in bonifide killers do you really need at any one time?" At some point, too many is too many! This fun option allows you to spawn-in another friendly follower who doesn't take the kill process out of your hands completely! To see a helpless follower in the middle of your assorted team does give a sense of realism and purpose as you all strive to survive! They may not be your first spawn-in choice but are there for you if you want!... The "Rescued Followers" do come with "Short Range Teleportation" and "Door Ghosting" abilities and are well worth checking out!
"=UAC= Sentry Robot"
These are 2 reprogrammed "Sentry Robots" made to follow and attack by "ReKTeK!" This was one of my favorite mods back in the day... and I do mean back in the day! This mod came out August 2004 and is 4 years old now! However, despite it's age, still works like brand new! I know there are similar mods to this one out there with upgrades and so on, but this one never gave me any trouble what-so-ever and
"dependability" is important to me!... One "Sentry Robot" comes with light ON and the other comes with light OFF. Both are the standard machingun robots using the original standard sounds. They will follow you anywhere the game will allow, as there are some "ai" dead-zones when it comes to using these guys.
Please don't confuse these "ROBOTS" with the =AMS= Classic Marine "Sentry Guards" who are "HUMAN". In the past, some people have been confused with these two styles of "Sentry Guards". Remember, a "Sentry" by definition, is a soldier standing guard at a point of passage, such as a gate! Even though that is exactly what the original author intended the =AMS= Classic Marine "Sentry Guards" to be, he probably should have named them a little differently to avoid any confusion with the already established robots!
One interesting note to be made on using these "Sentry Robots" is how persistent they are to find you, once you are seperated from them! For example, if I climbed a ladder and ventured away from them at all sooner or later, they would find me again even if it was clear across the level! I was always surprised after time had passed, to see them turn up again and always gotta kick outta that! Spawn Code's below!
spawn char_sentry or bind "x" spawn char_sentry
spawn char_sentry_flashlight or bind "x" spawn char_sentry_flashlight
This mod is distributed here, untouched by me, in it's original state. Michael "ReKTeK" Knight's info and original "Readme" can be found in my "Old Readme's & Notes" folder. At 3kb, the one mod file is very small. I have included it already built-in and on it's own, with-in this mod. The mod is labled "uac_sentry". Authors may use this modification as a base to build and learn. You MAY distribute this mod, provided you include "ReKTeK's Readme" with no modifications to it. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as well, as long as you include "ReKTeK's Readme" once again, intact, with no modifications to it... I would like to say "Thankyou ReKTeK" as well!
"Cinematic Hero" :
This is a novelty piece at best, but it does show how much work went into squeezing the most fun or entertainment out of your "Doom3" game! I made available to you, whenever you want, the main "Hero" character cinematic movie clip. It is now available for spawn-in to your game "On Demand!" I have reworked these movie files of the "Hero", also known as "Doomguy", teleporting in, doing a short patrol and then end it by teleporting out again! He's wearing the signature "Green Marine" uniform which is found on the back of the "Doom3" game box and is also carrying the shotgun! Just make sure you spawn him into an area where there is plenty of room! He will initially arrive against a back wall, then march out and about for like 20 game feet or so before teleporting back out again! WARNING: Spawn him in too close of quarters and he'll ghost through the walls and out of view, so give him space!
"Hybrid Elite: Team":
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! The members of the "Hybrid Elite: Team" do come with "Door Ghosting" abilities and "Short Range Teleportation"!
1. Kane = Machinegun
2. Voss = Plasmagun
3. Strauss = Shotgun
4. Rutger = SoulCube-Gun
5. Sasaki = Plasmagun *New Addition
6. Rutger2 = SoulCube-Gun *New Alternate
"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
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?...
*Hybrid Note 1: "Hybrid Elite: Sasaki - Sentry Guard":
Included with-in v.6uu mod pak was 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. With "Revision v.7.ufo " I decided to "activate" this dormant marine for spawn-in "Follower" duty!
5. "=Hybrid Elite= Sasaki" = Plasmagun ... Yup! Kodiak Squad"s Technician Specialist from "Quake4".
*Hybrid Note 2: "Hybrid Elite: Rutger": ALTERNATE "Rutger" HEAD OFFERING !
Type "human_marine_sentryguy_alternate" to spawn in a different looking "Rutger". Some people really did not like using "Swann's" head on their "Hybrid Elite: Team". This head is the generic bald guy head and should appease those who detest using "Swann" out of character! Whew! Sorry Swann ol' boy!
6. "=Hybrid Elite= Rutger2" = SoulCube-Gun *New Alternate
"Bravo Team":
Bravo Team equals spawn-in "Melee" capable marines who are followers or ready for combat once they are activated. They work off of a talk switch to be either in "Follow" mode or "Wait" mode whenever they are "Talked" to and they will follow you any where the game will allow! The updated "Bravo Team" has been tweaked by "Dafama2k7" to "Kick Obstacles" out of their way and a suggested "Health Cap" tops out at "500 Health & "500 Armor". I changed the voice command, "Bravo Team... Move in and take positions!" to the more universal voice command "Move in and take positions!" I also added in a new built-in voice command as well. "Attack Now!" will now be heard as they move in on any enemy spotted !
In the older version =AMS= v.6uu, if a monster showed up, you would need to tell your "Follower" to go "attack" or they would just hang out and watch you get a beating! My original intention was that if you wanted to leave your "Follower" in "Follow" mode you could handle the enemy or monster for yourself and your "Bravo Team Follower" would not interfere during the battle! If you "decided" to let him handle the monster, you could tell him to "attack" while providing cover fire or you could handle a different enemy at the same time! "Battle Control" was the idea here, but maybe this was not to everyones tastes!
In this new =AMS= v.7.ufo version, "Bravo Team" will attack in either mode on their own, just like the other spawn-in "Followers". There is no need to tell them to attack any longer. I think most people will like this version better, however, there may be some people who prefer the older version to the new one! If you are one of those people, you could always copy "Bravo Team" script
"ai_human_marine_elite" from the =AMS= v.6uu mod, swap it in place of the new "Bravo Team" script version, and re-pack the file.
As a matter of fact, as I write this, I had the idea to save you some trouble and have packed the old =AMS= v.6uu "Bravo Team" script "ai_human_marine_elite" inside this mod pak. I have updated it with the added built-in voice command "Attack Now!" once in "Combat" mode and "Kick Obstacles" upgrade as well! The "Unlimited Health Cap" is still in effect here and you can still call the shots if you want to! Use
this altered script file to get a mix of "Old" and "New" options when using the "Melee Warriors". I know you can't make everyone happy, but I can try!.. Look in the "Old Readme's & Notes" if you want to use it. It can also be found with-in the pak. file itself under "storage" with all other Read-me's and documents.
Other than these minor changes, I didn't spend too much time on the "Bravo Team" script in this new ver. release, as my attention was else where with-in the mod, but once again, most should be pleased with it!
Bravo Team Survivors! - Story Line:
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
: 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 "Wait" 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
won't need to tell them to attack! This new =AMS= v.7.ufo version has them ready
to attack on their own now! 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!
Bravo Team originally had unlimited Health capabilities, but have now been capped
at a value of 500 Health!.. They do make a good line of defense and will keep the
advancing enemies at bay as you provide cover fire when possible! A voice command
from you to them to "Follow" shouts loudly "Move in and take positions!" which is
slightly different from the original voice command I made for them. This one is a
little more generic to handle the other "Melee" teams as well! They will talk on
their own and yell out different battle chatter per man while fighting any enemy!
I added a built-in voice command "Attack Now!" will now be heard as they move in
on any enemy as well!
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! Spawn "Bravo Team" for some "Hand to Hand" action!
"=AMS= Classic Marines":
There are 16 =AMS= Classic Marines for spawn-in duty and they have been upgraded with some help!
Thanks to the contributions made by "Dafama2k7" =AMS= soldiers are made ready to "Follow" so "the shining a flashlight in their faces to wake them up" is not needed any more. They will "Follow" you any where the game will allow or "Hold" their position if you command as well. Another contribution made by "Dafama2k7" is how =AMS= soldiers enter the area. They spawn-in with quite a show through the firey "=UAC= Teleportation Portal System"... If somebody gets in the way, just bump into him a bit and watch him quickly move out of the way! Just a note here. They will move very quickly to get out of your way in "Wait" mode, but usually need a bit more pushing in "Follow" mode. They have to overcome the prime objective of staying at your side!.. These are the types of helpful changes that "Dafama2k7" has brought to "=AMS= v.7.ufo" and the "Doom3 Community"... I say "Much thanks Dafama!"
I implemented a little "Look at Me!" upgrade to the "Marine Followers" and the "Rescued Followers" scripts that's a little different than the "Tinman's" head turn version. It has these entites looking at you when "spoken" to and looking at you every so often there after. This is much more prevelant in "Wait" mode than in "Follow" mode, as it's time to get going and down to business!
I was busy with other =AMS= upgrades as well! All of the "=AMS= Classic Marines" show their class as their names, except for two "Followers"... "=AMS= Plasmagun Akenzie" and "=AMS= Machinegun Murphy" have been re-badged to show their names in honor of the original author and of course myself. You can change any name by adding this to the command line... "npc_name" "Your Name Here" { Include the " "}.
It is always better to wait for your NPC followers as you go through opening doors, however, if your NPC followers become seperated from you and can't reach you because of a locked door, don't worry, now you can help them out!... The "=UAC= Science Team" has issued you an experimental device that enables "Door Ghosting" or "Short Range Teleportation" for your trapped NPC followers if you need it. You will hear the voice "Where are you hiding?" as your NPC follower is transported over to your area! Something I carried over from "=UAC= BFG Campbell".
The "Automatic Teleportation System" included in Jarad "Tinman" Hansen's new "TinMan Alpha 3x" script is a cool feature and one that I wanted to add to the =AMS= script as an upgrade. After adding in the needed scripting, my =AMS= Marines were "Teleporting" into "outerspace" and more sadly to their deaths. Obviously, I was missing a piece of the puzzle here! I was able to correct the problem enough to allow for basic semi-automatic "Door Ghosting" and "Short Range Teleportation"... I say "semi-automatic" for the simple fact that sometimes your NPC follower will "Teleport" to you automatically, other times you may have to stand outside the door and hit your "No Clip" key for them to "Ghost" through! Oddly, after they do it once or twice they seem to get better at it! Almost like they learn how to do it easier! The "Short Range Teleportation" does happen as well. Your NPC follower could "Teleport" a few rooms away or up onto a second story catwalk. The accuracy of the "Teleport" onto a second story catwalk is hit and miss tho and sometimes requires you to help out with the "No Clip" key! The =AMS= scripted Followers
"Automatic Teleportation System" is not quite as refined or as accurate as the "Tinman's" version, but for the most part, gets the job done and is better than not having it at all!... All of the different styles of Marines and the "Rescued Followers" have this handy ability, except for the "Melee Warriors" and the "=AMS= Sentry Guards" who are permanent post guards and not followers.
The script of the "Melee Warriors" has not been upgraded to include this feature as of yet! To date, "=UAC= BFG Campbell" is the only NPC follower with "Fully Automatic Alpha 3x Teleportation" in place. He alone works off of a newly modified "TinMan Alpha 3x" script and makes the best use of the original "Teleportation Process!" Remember some areas of the game will not allow for "AI" NPC Followers or access to certain areas! Also, remember to put your Follower into "Hold" or "Wait" mode if you don't want them tagging along by "Teleport" into a small area you just wanted to check out real quick!
: "Door Ghosting" - "Short Range Teleportation" & "No Clipping" Your Marine :
Most times your NPC follower will "Teleport" to you automatically, other times you may have to stand outside the door and hit your "No Clip" key for them to "Ghost" through! I have noticed that usually the first "Door Ghosting" attempt will require your assistance by hitting the "No Clip" key for your follower to "Ghost" through, but after that they will do it on their own! "No Clipping" your follower NPC is very easy to do! If you have not set-up the "No Clipping" option yet... type into your console or into your "DoomConfig.cfg" file ... { bind "u" "noclip" }... with no braces!
Note: The "Melee Warriors" do not have the "Door Ghosting" ability worked into their basic script yet.
: No Clipping Internal Base Doors :
Just as you would "No Clip" a door to "Ghost" through it for yourself, now this will enable your NPC follower to "Ghost" through it "to" you! If your NPC follower is trapped behind a door and he has not seen you for at least 5 seconds, he will be ready to "No Clip" to you. Stand on the opposite side of the door where you want your NPC follower to end up. Stand close to the door, about 2-3 game feet away
and push the "No Clip" key... Your NPC follower should "Ghost" the door and either end up right behind you or right with-in your occupied space...just back up a bit and "Un Clip". If he didn't "Ghost" over move a little closer to the door!
: No Clipping the Outer Base Doors :
"Door Ghosting" the doors inside the internal areas of the base present no problems at all as they are quite thin and most times the NPC followers will do it on their own anyway!.. However, the outer doors that lead to the outside base perimeters are a bit more difficult to "Ghost" because of their double to triple thickness. This "Ghostable" area is about 1.5 game ft. thick and is quite the dead zone! You will need to actually "Ghost" into the door about half way, in order to "pull" them through! Your NPC follower will be using you as a bridge! As your NPC follower starts to walk through, slowly back up almost dragging him out with you! Do NOT hit the "No Clip" key until your NPC follower is all the way through and free of the door! He could get stuck in the door if you hit "No Clip" key to soon and you will have to try it again after 5 seconds of your NPC follower not seeing you. Try "Ghosting" him through while your floating in slightly upward position so he doesn't "Ghost" into the floor as well. If he does get stuck don't panic as you can free him with a little work. Just "Ghost" behind him and the door, wait 5 seconds,
then "Ghost" through the door and your stuck NPC follower to the other side. This will free them up most times as they follow you out of the door!... Most times you'll find "Ghosting" the outer base doors not really worth the effort as they tend to denote the beginning of a new level coming up and an area that is not friendly to your "ai" NPC follower! You may get him through only to find out he can only follow
you for a very short distance or to a stairwell, as this is all the game will allow. However, there's a few areas where the effort is worth the trouble!
With a little practice, I think you will find "No Clipping Your Marine" easy enough to do! There is one slight, but real danger while "Door Ghosting" the "Outer Base Doors". As I said, these doors are of double to triple thickness and the floor directly below this door frame has a gap of about a game foot or so. Most times your NPC follower will step over this gap safely, but there is the posibility they can fall into this gap and die if the "Door Ghosting" process is not done correctly! I only did experience this once, but such is the perils of twisting the fabric of time and space ! MUHAHAHA !!!
"Alert Ready!"
"=UAC= BFG Campbell" comes "Alert Ready". Fire off your pistol next to him and he goes into a defensive stance with the BFG while shouting out "What the Hell!"... If shot in the leg he will yell out in pain, march off and finish up with some fancy defensive spin manuevers while aiming the BFG! If all is well, he'll go back to an idle stance. No need to order BFG Campbell to attack the enemy as he will attack any
enemy while in "Follow" or "Hold" mode automatically. The =AMS= Follower Marines are set up differently.
=AMS= Follower Marines are set up to be "Alert Ready!" while only in "Wait" mode. "Alert Ready!" is also one of "Tinman" Hansen's new upgrades in the "TinMan Alpha 3x" script. The "Alert Ready!" function plays out great in "=UAC= BFG Campbell" while in "Follow" mode or "Wait" mode, but I didn't really care for it
when =AMS= Marines were in "Follow" mode. =AMS= Marines were tweaked by "Dafama2k7" to stay closer to you than before and I like this as it helps your follower to go through opening doors with you, but when combined with the "Alert Ready!" action, as they hear a noise, they end up pointing their weapons right in your face! Yikes!!! At least in "Wait" mode you can witness this action at a distance of your liking
and you still get a taste of this little extra feature at work! While in "Wait" mode, if your Follower Marine is shot in the leg or arm he will march off in pain "Alert Ready!" aiming his weapon and finish up into an "Idle" stance if all is well!
"=AMS= Sentry Guards"
I have taken this build oppurtunity to pay a little attention to the "Old School" and mostly neglected =AMS= Classic Marine "Sentry Guards".... They are a bit antiquated, but for who ever wants to use these stationary post guards, you'll be happy to know about some great upgrades!
NOTE: These guys are NOT followers!... Some people are confused by these guys!... They are "stationary" post guards, never intended to be your "Followers". They are for protecting your back as you leave an area! Anything that "Teleports" in behind you as you leave...they got it covered! Simple as that!
The "Sentry Guards" now will reply "chirp: Roger!...I'm armed and ready!" when you talk to them and do get health to repair themselves when spoken to. They will also move out of your way now when pushed, instead of just standing there like a stone wall!... I have also upgraded them with my own variation of "Alert Ready!" The "Sentry Guards" script is not nearly as elaborate as the followers script, but I tweaked it enough to include a little "Alert Ready!" action! They won't react to sound, but when they are shot, they will yell out in pain, raise their weapon defensively and wander or run to a safer area nearby before returning back to an idle stance... You see!... You can teach an "old dog" a new trick! ;)
Repair Your Marine :
When a =AMS= Marine is "Talked" to, he gets "Health" if needed and is able to repair himself. Each time you "Talk" to your Marine, his "Health" goes up in points. You can view and 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!
"Zombie Z-Squad" :
"Dafama2k7" shows his "Dark" side and together we provide this elite "Infantry Squad" gone bad! Looking for some new monsters to mix it up with? well "Dafama2k7" thought you might and provides 4 very nasty Zombies for your spawn-in enjoyment! I liked them so much I added another 6 to the crew! These guys just ain't nice!... Like "Zombie Z-Sec" they look to ruin your day! Except..instead of shooting you... these guys would like to tear you to pieces with their bare hands!... Ouch!
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"Zombie Z-Sec Plasmagun"
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 in the "Monster Spawn-in Guide"
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"Custom Flashlight Marine Zombies"
Included from my 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 light.
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"Custom Wrench & Flashlight Hazmat Zombies"
Included with this mod pak is 4 custom Hazmat zombies that I made while
building the "Dr.Michaels". Spawn codes are in "Monster Spawn-in Guide"
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"Bernie the Demon"
A New custom zombie with a trick up his sleeve! "Bernie the Zombie" has just
acquired "Archvile" powers and a "Bernie the Demon" version is now available!
"Bernie the Demon" is twice as strong as the zombie version and puts on quite
a firey show when on the attack! Not only is "Bernie" on fire, he now "makes"
fire and is surely worth checking out!
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"Skeleton Zombies"
3 NEW custom "Skeleton" zombies are now available for your spawn-in enjoyment!
Skull, Blown Face and BloodyMouth are ready to rattle your bones tonight!
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"Zombie Z-Sec 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"!
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"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! Here you'll find some custom
built zombies as well as the standard "Doom3" offerings!
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"Marine Added Health Boost"
I gave all "Sentry" Allied Marine Squadmates a little upgraded
health boost from 175 to 225 H.P. and all Marines carry 120 Armor.
@ The Health Stats for Original "Follower" Marines labeled below:
1. =AMS= BFG Patrol Marine = 300 Health + 120 Armor
2. =AMS= Soul-Cube Patrol Marine = 300 Health + 120 Armor
3. =AMS= Plasmagun Patrol Marine = 350 Health + 120 Armor
4. =AMS= Rocketeer Patrol Marine = 350 Health + 120 Armor
5. =AMS= Chaingun Patrol Marine = 350 Health + 120 Armor
6. =AMS= Pistol Patrol Marine = 400 Health + 120 Armor
7. =AMS= Shotgun Patrol Marine = 400 Health + 120 Armor
8. =AMS= Machinegun Patrol Marine = 400 Health + 120 Armor
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@ 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
5."Hybrid Elite: Sasaki" Plasmagun = 500 Health + 500 Armor
6."Hybrid Elite: Rutger" Alternate = 500 Health + 500 Armor
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@ The New "Bravo Team" inludes these "Follower" Melee Marines:
1."Bravo Team: Lane" Flashlight = 500 Health + 500 Armor
2."Bravo Team: Marak" Flashlight = 500 Health + 500 Armor
3."Bravo Team: Miller" Flashlight = 500 Health + 500 Armor
4."Bravo Team: Holmes" Flashlight = 500 Health + 500 Armor
5."Mechanic: Sinclair" Monkey Wrench = 500 Health + 500 Armor
6."Medic: Dr.Rogers" Melee Fighter = 500 Health + 500 Armor
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@ Additional New "=AMS= v.7.ufo" Characters:
1. =UAC= BFG: Campbell v1.1 = 550 Health + 1000 Armor
2. =UAC= Hazmat: Dr.Michaels = 500 Health + 500 Armor
* All new additional "Melee Warriors" = 500 Health + 500 Armor
* All new NPCs as "Rescued Followers" = 225 Health + 120 Armor
* All new additional "Marine Teams" = 400 Health + 120 Armor
I think you'll find all the spawn-in action you crave right here in this "=AMS= United Forces" package!
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Upgrades since "=AMS= v.5"
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: Upgrades to "v.5" :
----------------------
1. Added to =AMS= "I.D." Marine Funtion Tags.
2. Added to =AMS= "Repair" Your =AMS= Marine.
3. Added to =AMS= Marine Upgraded Health Boost.
4. Added to =AMS= Zombie "Zsec" Upgraded Health Boost.
5. Added to =AMS= A Custom =AMS= Voice Responce & Command.
6. Added to =AMS= New Marine Styles and a New "Soul-Cube Gun".
7. Bug Repair #1 - Fixed The "Casper the Floating Plasmagun" Bug.
8. Bug Repair #2 - Fixed The "Flawed Hands" Bug.
9. Bug Repair #3 - Fixed The "Wrong Weapon Drop" Bug.
10. Bug Repair #4 - Fixed The "I'll Die Holding a Machinegun" Bug.
11. Bug Repair #5 - Fixed The "Help! I Just Spawned-In a Maniac" Bug.
12. Bug Repair #6 - The "Doors Flying Off of Their Hinges" Bug.
: Upgrades to "v.6uu" :
-----------------------
1. Added to =AMS= "DETAILED INSTRUCTIONS".
2. Added to =AMS= "On Sight" NPC Activation.
3. Added to =AMS= "Look at Me!" NPC Head Turn.
4. Added to =AMS= "Teleportation Portal System".
5. Added to =AMS= "Door Ghosting and Teleport" by most Followers .
6. Added to =AMS= "Bernie the Demon" and New Zombies to Battle.
7. Added to =AMS= "=UAC= Hazmat: Dr.Michaels" as "Melee Warrior".
8. Added to =AMS= Better "Get Out of the Way!" Marine move responce.
9. Added to =AMS= More New Marine Styles and a New "Phaser" Weapon.
10. Added to =AMS= "=UAC= BFG Campbell" with "Automatic Teleport System".
11. Added to =AMS= "=UAC= BFG Campbell" with full "Alert Ready!" responce.
12. Added to =AMS= "=UAC= BFG Campbell" updated "Campbell" to version 1.1.
13. Added to =AMS= "Alert Ready!" responce by =AMS= Marines in "Wait" mode.
14. Added to =AMS= Upgrades to the "Old" stationary =AMS= "Sentry" Marines.
15. Added to =AMS= Many more New =AMS= Custom voice Responces and Commands.
16. Added to =AMS= "Rescued Followers" and Upgraded Standard Spawn-in NPC's.
17. Added to =AMS= 2 "=UAC= Sentry Robots" Reprogrammed and Made to Follow!
18. Added to =AMS= Enhanced Screenshot Pic's suitable for Desktop Wallpaper.
19. Bug Repair #1 - Fixed the "Bravo Team" - "Holmes in Jumpsuit" Bug.
20. Bug Repair #2 - Fixed an incorrect "Squadmate Console Command" Typo Bug.
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Installation:
*************************************************************
= DETAILED INSTRUCTIONS =
Please refer to the "Installation Instructions" folder with-in this mod pak for detailed instructions and installation options for "Allied Marine Squadmates v.7.ufo".
*************************************************************
Known Bugs or Issues :
*************************************************************
Revision 1:
Most known major bugs and minor bugs have been addressed or corrected. However,"=UAC= BFG Campbell" had one known nuisance bug that should have been erased with this latest update and two other bugs that are repaired or at a minimum, have been addressed as well. One very minor "mis-fire" bug not addressed as of yet is explained below. These bugs were a real pain in the butt to track down and I will explain them in case they become a real issue!
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Addressed Bug 1: No Animation Available :
As the game moves along it reads the scripts and tries to apply the appropriate animations as necessary. Early on, I got a lot of crashes to game main menu until I supplied the animations into a new folder. It seemed to be OK... but every now and then you still might get a crash to game main menu stating:
"Warning Error: No bfgfire animation available...unknown script function bfgfire!"...
I have not gotten this error in quite awhile... but if you happen to get it, sorry... just reload from your last "Save" and just play on! You may only experience this flaw the one time! It won't probably won't crash again for another hundred miles, so don't get too mad your at your "BFG Buddy!"
I really thought I eliminated this problem, as I never did experience it in the final "=UAC= BFG Campbell" mod ver.1.0 I did release! A user replied he had run across it lately. I guess it was not exactly "Zapped". I think most people would encounter this bug early on at least once....but for what ever reason it doesn't
seem to come back for a long time after reloading the level or from a "Save" ... I'm talking you may play the next 3 to 4 days or more with no problems at all.. It is a very minor nuisance for the amount of fun "=UAC= BFG Campbell" can provide! So give your "BFG Buddy" a second chance if you do come across this bug and let me know about any other issues as well.
// wgm: updated version 1.1 - 7/17/08 has re-addressed this bug issue and it should be eliminated now!
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Addressed Bug 2: Upper Torso Lock-up on BFG Campbell :
"BFG Campbell" had a little upper torso problem from time to time where he would freeze-up in a semi-turned position, bobbing back and forth saying "Where are you hiding?" Originally, the only thing to do was to kill him and spawn-in a fresh Campbell. I then corrected him enough to be able to free him up by shooting him once
with the pistol in the arm or leg and he was good to go!.. Once he was freed-up, this bug would not usually return throughout the rest of the game. Obviously, this bothered me much and I couldn't leave him like this. After some more work, I was able to repair this flaw and have not seen it return as of yet!... If for some
reason, you unfortunately experience this nuisance bug...give BFG Campbell a shot in the arm!
// wgm: This bug issue addressed in version 1.0
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Addressed Bug 3: "Alert Ready!" Responce Activated on "Talk" when in the v.7.ufo mod pak.file :
For an obvious reason, the "Alert Ready!" responce was activated on "Talking" to "=UAC= BFG Campbell" when he is with-in the v.7.ufo mod pak.file. Oddly, this does not occur or is an isssue in his "stand-alone" mod offering! This "Bug" is not so much a real "Bug" as this responce is suppose to happen according to the script.
I just don't care for having a BFG stuck in my face and it has now been fixed to my liking!
// wgm: updated version 1.1 - 7/17/08 has addressed this bug issue and it should be eliminated now!
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Bug 4: Possible "Mis-Fire" after battling multiple monsters!
This is a very minor bug to report after re-working the script and I feel it's an acceptable margin of error to deal with. After battling multiple monsters, there is the possiblity BFG Campbell could "fire" off the BFG one last time a second or two after the last monster dies! It happens infrequently and only under certain circumstances! I guess the way he is set-up now, in some situations, once he's locked,loaded and in battle, he's going to shoot even if the last monster dies before he gets the shot off! Just make note of it and don't run up to BFG Campbell immediately after a fierce battle with multiple monsters!... Give him a second
afterwards or you could end up on the wrong end of a BFG blast! If he does have a "mis-fire" he will usually "mis-fire" at where the last monster was before it died. This does not seem to happen when using
Just a Note here.. I was never really happy with this particular "Allied Marine Squadmates v7.ufo" release because of load design flaw I over-looked before releasing it. I re-released it as "Allied Marine Squadmates v7.1ufo" shortly after this one correcting the load-up flaw some brought to my attention. A quick fix to this "Allied Marine Squadmates v7.ufo" is to also download "Allied Marine Squadmates v6.uu" and install both of their pak.files into your "Doom3 base folder". Version 7 will over-ride version 6 as far as game play, but version 6 will provide the correct load-up file missing from version 7 ... =Murph=
how do you spawn the marine with the shield?