=UAC= BFG Campbell

...Squadmate Update: "=UAC= BFG Campbell" reports for duty carrying one helluva BIG Gun!

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...Squadmate Update: "=UAC= BFG Campbell" reports for duty carrying one helluva BIG Gun!

How many times have you found yourself playing through a level only to be overcome by swarms of baddies that want to send you on a one-way trip to meet your maker? How often have you said to yourself "...Boy, a little help in here would be nice." If you have found yourself in these kinds of situations, then it's time for you to rejoice! Murph has released his Single Player mod that will answer your prayers! This mod will not only give you some company while you do battle, but he is also much more then a pretty face! This helping hand comes packing some serious fire power with his own BFG! =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 another voice add in "What the Hell!" If shot in the leg he will yell out in pain, march off and finish up with some fancy defensive spin around maneuvers 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" mode or "Hold" mode automatically.

I think the developer explains this mod the best: "When is the last time a new mod really blew you away ? ... Well take a look at these screenshots and you may find your answer! I am very proud to present "=UAC= BFG Campbell". This "Special Edition" mod offering is surely one of a kind! "=UAC= BFG Campbell" is only one part of a new =AMS= release v.7.ufo that I have been working on. "Allied Marine Squadmates v.7.ufo".."United Forces: Official" is the new =AMS= mod pak that I pulled my latest creation from and it should be available shortly. After much work and attention to details, I felt that "=UAC= BFG Campbell" was good enough to be offered up as a stand alone mod and now make him available to the "Doom3 Community". Certainly a worth while download and a must have in anyones "Doom3" mod collection as "=UAC= BFG Campbell" is quite unique in his own right!" When looking for a little back-up in an un-forgiving world... =UAC= BFG Campbell is reporting for duty!

Refer to the readme for more information.

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Download 'uac_bfg_campbell_.zip' (10.69MB)

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Readme
Readme:

I am very proud to present "=UAC= BFG Campbell". This "Special Edition" mod offering is surely one of a kind!. =UAC= BFG Campbell is only one part of a new =AMS= release v.7.ufo that I have been working on. "Allied Marine Squadmates v.7.ufo".."United Forces: Official" is the new =AMS= mod pak that I pulled my latest creation from and should be available shortly. After much work and attention to details, I felt that =UAC= BFG Campbell was good enough to be offered up as a stand alone mod and now make him available to the "Doom3 Community".
 
=UAC= BFG Campbell is "Doom3" own model brought to life! After viewing parts of Altroth Akenzie's BFG marine def.file and the BFG Weapons def.file, I was able to make my own custom Campbell def. file and combinied it with "Tinman" Hansens newest ally script that I also altered to handle all of Campbell's animations. A true hybrid of sorts... thanks to all of the authors skilled inputs.

=UAC= BFG Campbell really does not do "Tinman" Hansens new ally script justice, as he is a bit limited in his animations, but for the most part, the script does prove itself to be exceptional. =UAC= BFG Campbell had barely enough animations in place to make him a functional soldier, so I  made up some animation files in trying to appease the game/script itself and avoid its crashes to main menu. This has seemed to do the trick for now!... As is, BFG Campbell is fairly stable considering how sensitive he was to any new alterations attempted by me at times.

Thanks to the contributions made by "Dafama2k7"... =UAC= BFG Marine Campbell is made ready to  "Follow" so shining a flashlight at him to wake him up is not needed. He will "Follow" you any  where the game will allow or "Hold" his position if you command as well. Another contribution made by "Dafama2k7" is how BFG Campbell enters the area. He spawns-in with quite a show through the firey Teleportation Portal. If BFG Campbell does become lost for too long...don't worry as a more subdued automatic teleportation is in place to put him back at your side! I added in a BFG Campbell voice sound from the game that questions "Where are you hiding?" This is Campbell's real voice just before automatic teleportation takes place to let you know he's spawning over to you and is back at you side once again. If he happens to get in your way, just bump in to him a bit. He'll quickly move out of your way while stating another added in voice "Excuse me!"... I also added in my own custom made responce "chirp: Roger. I am armed and ready!" from the "Squadmates"  and Enpro battle chatter "I'm moving in!" Not that it was necessary... I just wanted too! I added "Squadmate Update" to the Drop-Down Console, but it isn't really needed much either as the "Tinman" has added "Quick-View" right on the pop-up name tags that already show "Health" and if in "Follow" mode or "Hold" mode. Pretty neat trick from the "Tinman" that I like and gets two thumbs-up!

=UAC= BFG Marine Campbell comes "Alert Ready". Fire off your pistol next to him and he goes into a defensive stance with the BFG while shouting out another voice add in "What the Hell!" If shot in the leg he will yell out in pain, march off and finish up with some fancy defensive spin around 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" mode or "Hold" mode
 automatically. However a word of caution here. BFG Campbell is a little slow to fire off the BFG once the enemy is spotted. If you have a robot sentry or another style ally marine spawned in they will always out draw BFG Campbell and register the kill first. He is a better soldier when he has some space and time as opposed to a pop-out surprise enemy. His animation process is a bit lengthy sorry, but messing with it only gave me big trouble!!! Have no fear though...Once BFG Campbell fires
 the BFG...KABOOM!!!... Enemy?... What enemy ????  One other minor issue with BFG Campbell is running. He won't be!... I have him set-up to walk always because he has problems with running sometimes. His upper torso spins in complete 360 degree circles and his legs look weird as well. Oddly, this only happens when running to catch up to you...but doesn't happen when running to engage the enemy! This can probably be fixed at some point, but it will have to wait for now!          

I'm including 2 slightly different BFG_Campbell mod pak files. YOU ONLY NEED TO CHOOSE ONE TO INSTALL!

1. "BFG Campbell-NPC Safe"  = All NPC Friendlies will live through the horrible BFG   Blasts.

2. "BFG Campbell-Kills NPC" = All NPC Friendlies will die after a BFG Blasts too close to them.

Originally, =UAC= BFG Marine Campbell was set-up for one helluva big explosion that killed everyone! During an attack, any friendly NPC's in the area were turned into toast, including yourself, if too close for comfort. This was the original BFG Marine set-up in =AMS= and I never did like it much. So I made up my own BFG parameters that not only lets you go unharmed, but also lets all friendly NPC's
 go unharmed as well. At least in theory any way, a direct hit to a friendly will kill or hurt him yet. I did notice some minor damage to myself sometimes while in close proximity to an obliterated enemy! Small price to pay, but for the most part friendlies should be OK as long as you are using the file "BFG Campbell- NPC Safe"! Even though "BFG Campbell-Kills NPC" will do just that, I altered it so "you" 
won't die as the BFG does its thing! However, "you" will expierence the blast waves! If standing too close to the BFG impact zone "you" could get blown off a cliff or catwalk there in falling sadly to your untimely death!

There is another reason I included both pak files... Altering the BFG weapon parameters also alters the type of theatrical explosion you'll witness. "BFG Campbell-NPC Safe" has what I feel is a very  acceptable impact explosion, as does "BFG Campbell-Kills NPC", but it lacks the cool green laser beam  theatrics before the shot or the smokey green residue after the shot. Detuning the killer BFG is the cause, but once again it's a small price to pay so your friendly NPC's can live. Don't care about your friendly NPC buddies too much you say! Want the full laser show do ya?...Hello "BFG Campbell-Kills NPC"!     

The quality of this mod and it's upcoming parent mod would not have been at all possible with out the contributions of the developers mentioned above. I would also like to thank Nivelxe & "DC Dev Team". Even though they do not have direct input on =UAC= BFG Marine Campbell's particular build, you will see  see their handy work soon in the upcoming "Allied Marine Squadmates v.7.ufo".."United Forces: Official". 
In a round about way they do have some influence on =UAC= BFG Marine Campbell's final outcome.In working with the Nivelxe & "DC Dev Team" files to convert them for use in "AMS v.7.ufo". I learned how to adjust or manipulate the animation files enough to appease the game/script and stop it from crashing to the main
 menu at times. It would say it can't find so and so animation or animation does not exist! I think had I not worked with the Nivelxe & "DC Dev Team" files BFG Campbell would not be a fully functional soldier!                
                                                                 

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 Installation:

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 = DETAILED INSTRUCTIONS  =

Listen up Marine! These are just 2 of the ways you can install this mod pak. Choose either The "Quick Install" or the "Mod Folder Install" method. People do have their own preference here!

I must say that in the past, I usually would do the "Quick Install" method, but have lately changed my ways. I noticed that with this method during modding, sometimes my latest changes would not show up until I launched the game from the "Mod Folder Install" method. The game it-self, seemingly would take a set with a mod and wasn't going to comply with any new changes! This won't affect people who use a mod and never upgrade it with the next new version. Let's look at both and then you can decide which one is right for you depending on your own needs. 

 Choose One Mod For Starters:

 Choose "BFG Campbell-NPC Safe"... "pak102_BFG_Campbell.pk4"
 
 or try "BFG Campbell-Kills NPC"... "pak102_BFG_Campbell_Killer.pk4"

 { For example purposes I'll assume you picked the first offering "pak102_BFG_Campbell.pk4" }


 1. "Quick Install" 

First unzip contents of "UAC_BFG_Campbell".zip to a folder of your choice. Now cut or copy the file "pak102_BFG_Campbell.pk4" the important file in this mod. Open your Doom3/Base directory... "meaning" open your Doom3 folder. Now Open your base folder and place the "pak102_BFG_Campbell.pk4" file in the base folder.Now start up the Doom3 game and load up your level or map of choice. Access your Doom3 drop down console by pressing the  CTRL-ALT-TILDE (~) keys and type in the command given
below to spawn =UAC= BFG Marine Campbell.

 EXAMPLE: spawn human_char_campbell_bfg.... After typing "human_char_campbell_bfg" into the drop down console... press the "Enter" key to spawn BFG Cambell! Now press the TILDE (~) key again to remove the drop down console from view after BFG Cambell is spawned. While in the drop down console you may want to type in the command "give all" as well to start out fully supplied. Many people prefer this method as it's fast, easy and will not interfere with other mods you may have as long as the other
mods "DO NOT" have an altered doom_main.script file! This altered file can cause trouble with other mods that have this file altered as well. This can also be rectified..but let's move on to choice #2.

                     :WARNING: PLEASE DO READ AND MAKE NOTE OF IT !!!
 
This file has a new doom_main.Script file, so if you are running a mod which  includesone already, this will interfere with it. A fix for this is included in your original old "A.M.S. Read-me's." I included both "A.M.S." v.31A and v.5 Read-me's in this mod. Look in either file and read the detailed instructions on how to use it to mod the doom_main.Script file if need be!

Another point to be made is the fact that in using this mod "BFG Campbell's" ally_based script will over-ride any other "Tinman" ally_based scripts or depending on pecking order be over-ridden itself...either way...this spells trouble! Make sure you don't have any other "Tinman" mods or scripts installed while using "BFG Campbell".  


 2. "Mod Folder Install"

First unzip contents of "UAC_BFG_Campbell".zip to a folder of your choice. Now cut or copy the file "pak102_BFG_Campbell.pk4" the important file in this mod. Create a new folder inside the Doom 3 folder  named "BFG_Campbell" and place the "pak102_BFG_Campbell.pk4" file into it. Now start up the Doom3 game and choose "BFG_Campbell" from the Mods Menu Options.The game will do something like a quickie re-boot into the mod. Choose "Start a New Game" and choose a difficulty level or load up a previous game save and play from that levels beginning. Access your Doom3 drop down console by pressing the CTRL-ALT-TILDE (~) keys and and type in the command given below to spawn =UAC= BFG Marine Campbell.

 EXAMPLE: spawn human_char_campbell_bfg.... After typing "human_char_campbell_bfg" into the drop down console... press the "Enter" key to spawn BFG Cambell! Now press the TILDE (~) key again to remove the drop down console from view after BFG Cambell is spawned. While in the drop down console you may want to type in the command "give all" as well to start out fully supplied. This method is a little time consuming and considered a nuisance by some. For others it is the safest method to not have a
 mod conflict with the other mods you may have and as I have found out, is the only option to use for creating and testing mod changes with reliablity! 
 
 :Note: 

Obviously with "Mod Folder Install" method, you can always create a new folder inside the Doom3 folder named "BFG_Campbell_Killer" and place the "pak102_BFG_Campbell_Killer.pk4" file into it. This will allow you quick access to play either version of this mod if that's what your in to! You could also re-name "BFG_Campbell" folder to "BFG_Campbell_Safe" if you don't want to get        confused between the NPC "Killer" version and the NPC "Safe" version...your call here really! 

-------------------------------------------------------------   
 = INSTRUCTIONS AT A GLANCE =

 1. Place the "pak102_BFG_Campbell.pk4"  file in your Doom3/base directory.
 
 2. To spawn BFG Campbell, access your drop down command console while in-game.

 3. Use "CTRL+Alt+~" to access your drop down command console and type in the commands provided down below..then "ENTER"..then ~ to remove drop down console from view. You can also add the line "+seta com_allowConsole 1" to your command line to gain access or type manually into your Doom3/base/autoexec.cfg file and use the one ~ key to gain access as well.
 
Type "bind" then the "KEY" before "spawn" if binding to a key! Below is a quick quide from my DoomConfig.cfg file. I have "UAC_BFG_Campbell" bound to a key for quick spawn into game.  
      
                     : =UAC= BFG Marine Campbell Quick Set-Up :
       

                       bind "b" spawn human_char_campbell_bfg 


 
                     :WARNING: PLEASE DO READ AND MAKE NOTE OF 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 old "A.M.S. Read-me's." I included both "A.M.S." v.31A and v.5 Read-me's in this mod. Look in either file and read the detailed instructions on how to use it to mod the doom_main.Script file if need be!

Another point to be made is the fact that in using this mod "BFG Campbell's" ally_based script will over-ride any other "Tinman" ally_based scripts or depending on pecking order be over-ridden itself...either way...this spells trouble! Make sure you don't have any other "Tinman" mods or scripts installed while using "BFG Campbell".             
                
             
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 Known Bugs or Issues :
      
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None that I'm aware of... All known major bugs and minor bugs have been addressed or corrected by me. Don't get me wrong... I had to use a whole can of "Raid" on "=UAC= BFG Campbell" to get him squeaky clean! However, 2 bugs were a real pain in the butt and I feel I should explain them just in case they raise their little buggy heads once again!

 zapped 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 seems to be OK now...but every now and then you might get a crash to game main menu stating something  like, "Warning Error: No bfgfire animation available blah blah blah!" 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!  It won't probably won't crash again for another hundred miles, so don't get too mad your at your BFG buddy!  

  zapped 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 usaully 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 expierence this nuisance bug...give BFG Campbell a shot in the arm!  
   
                                                 Good Luck and Enjoy! = Murph = 


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 Credits:

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                                 : Much thanks to Author's :


 1. Altroth "deviroth" AkenzieSize ( deviroth@yahoo.com ) for "Allied Marine Squadmates v.5"  Date: 4-20-05

                               
 2. Jarad "TinMan" Hansen  ( tinman_squad@hotmail.com ) for "The TinMan Squad v0.3 Beta"  Date: 9-26-2004 


 3. David Fabrega maestre ( dafama2k7@gmail.com ) for "TinMan NG v2.8 for Doom III"  Date: 2-14-2008 
                                                 
                                                 
 4. Nivelxe ( nivelxe@hotmail.com ) and the "Dev. Gang" for "Doom Chronicles - Beta Demo"   Date: 2/23/05

 
 5. William "Murph" Murphy ( murphs_mailbox@yahoo.com ) for "Allied Marine Squadmates v6.uu" Date: 2/10/08                                
 


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 * Copyright / Permissions/ Legal Stuff *

*************************************************************

You may NOT re-use the files involved in this zip for your own mods or builds freely without my written consent! I have gotten the permissions or approvals from the above authors to use or modify their files in this build and can not speak for them or their intentions when it comes to allowing you access to their respective files for other purposes! Useage of such files for further mod alterations or projects
without written permission is strictly prohibited.
 
However, with the above being clearly stated in relationship to safe guarding the other author's work.....

I don't see a problem in granting permission in using "=UAC= BFG Campbell" "as is" if you wanted to include him in your own mods build or make him part of a bigger picture so to say. Obviously, all original "Doom3" files are the sole property of "idSoftware.inc" and through their generous allowances, permit us in the mod
-ding community to alter said files in a way that keeps "interest" alive in the game! "=UAC= BFG Campbell" is my mod creation and as his developer I reserve the right as to where or how he will be used... Please secure my written permission first before including him in any future mod builds or projects. Thankyou ! 

Providing me with notification or contacting me about your own build is a requirment in using this mod! If you do secure my permission to use this mod in future projects please provide an honorable mention or credit to Not Only Me, But The Above Listed Authors As Well, with in your own builds "Read Me"txt. file.

 *Distribution*

You MAY distribute this Add-on, provided you include my "Read Me"txt. file, unaltered and state any other 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 and all charges.
 
*If you wish to distribute this in a game magazine, please notify/contact me and it's only to be distributed as long as it's free of any charge. 
 
*I assume no responsibility for any problems that may arise due to the use of this mod in any shape or form.  The "Doom3 Community" user takes full responsiblity for his/her actions in the use or abuse of this mod.
  
** Had to be said to cover my butt :)

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Murph


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Registered 20th May 2006

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