This mod gives you some AI controlled buddies to fight with throughout the single player levels. With great vengeance.
Features: - A spawned ally will follow you by default and attack enemies. Like a good boy scout. - Ally can have pistol, machine gun, chain gun and plasma gun. - Ally will get out of the way if you push into him into him. Because he knows who's boss. - Ally will retreat if an enemy gets too close. - "Talking" to an ally while there are no enemies will do several things: -- Toggle whether he follows you or not. -- Print status information to the console. -- Heal him 50Hp. -- Give him more ammo and make him switch to best weapon.
There is a release featuring the first few SP maps modified to allow complete AI navigation: TinMan Squad Maps (0.3 beta)
TinMan Squad - An Allies Mod for Doom III Version: Alpha 4 Date: 2005-02-03 Author: Jarad 'TinMan' Hansen aka The gamer formally know as Boots NOTE: This is a largely untested Alpha version. While theoretically the worst that will happen is the game crashes, I hold no responsibility if your computer explodes in a ball of incandescent fury. = Using the Mod = NOTE: If you have a previous version, you should delete it and install the new one fresh. 1. Installation: Create a folder inside the Doom 3 folder called tinman_squad and unzip the files into it. 2. Loading the mod: Run Doom 3 and choose TinMan Squad from the Mods menu 3. Start a new game - at least veteran difficulty to give some fodder for your guys. Or load a game (the save file will likely revert to the start of the level). TIP: You can type: g_skill 2 at the console to set the skill level to veteran. 4. If you want to add allies bring down the console TIP: use the CTRL-ALT-TILDE (~) keys to access the console. And type in any of the following commands to spawn an ally: spawn bot_marine_machinegun spawn bot_marine_shotgun spawn bot_marine_pistol spawn bot_marine_chaingun spawn bot_marine_plasmagun TIP: Press the TAB key to auto complete what you are typing. Or any of these: spawn bot_romanov spawn bot_sho spawn bot_evans spawn bot_tinman For some specific characters. TIP: You can also bind these commands to any key you desire: bind x spawn bot_marine_machinegun Where x is the key you want set. 5. Wreak vengeance upon the demon hoards, 'cause they're baddies! = Customising = You can set up your own characters by editing def\bot_custom.def in notepad. = Problems = Being a mod that's still in the early stage means there some things you should look out for. Apart from the demons trying to tear you limb from limb. In the default single player maps there are some areas the AI can't follow you into, but as the mod progresses I will release more modified maps. Before going into any dead end areas with a bunch of guys following, tell them stop right there misters so they don't trap you. If you are absolutely positively stuck use the command 'noclip' at the console to be able to move through walls/them and type it again when you're in a better spot. Or just quicksave a lot so you can quickload if you get stuck. First you save the world, then you save yourself.. or something. It's also even more ridiculously easy than previous versions since the monsters are unmodified and the allies kick too much ass. = Feedback = You can mail tinman_squad at hotmail dot com = Distribution = If you wish to redistribute this mod, just keep the zip unmodified. Sweet. = Modifying = If you use any of my ugly hacked up code in your own mod or it helps you, drop me a line, and I wouldn't mind a mention and a link to the original .zip. Pretty please with shotguns on top. = Thanks to = All the people sending feedback on how they enjoyed the mod and problems they had. id Software for making Doom3, true it's all been done before but it's also classic id and just plain class all the way. Oh and thanks id for making the script plain text and thus hooking me into making this, and for the nice sdk code. And again for the map files being in editable form. Oh and for releasing the alternative player models. Excellent. ReKTeK for creating the UAC Sentry mod, which got me a thinkin' NomisGnos and Altroth Akenzie for creating similar mods and thus spurring me on. iceheart for compiling id's script comments into a spreadsheet, an invaluable resource in the pre SDK days. doom3world.org for info on getting sdk to compile. It is excellent. Egor from Gameplanet for bowing to my demands, I mean constant badgering, being a good bloke for allowing hosting. = Final Thoughts = This is the third general release of TinMan Squad, and the first since the sdk was released, the code is very enjoyable to work with. Hitting a coding problem that was a bit beyond my abilities threw me off the rails, but I'll keep punching on for a bit, no one has yet come up with anything better yet (which would be an easy task). While the AI code is pretty much the same (or dumber) than last release, the new weapons and model customisation options made it worth a release. As long as one person gets some fun out of it it's worth it. = And I'm Done = Stay tuned for the next exciting episode.
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