Murphy's Marines : Console Commandos

Murphys Marines" are Back with a Vengence! ... Locked, Loaded and Ready to Follow! Murph is back with a "Special Edition" mod offe...

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Murphys Marines" are Back with a Vengence! ... Locked, Loaded and Ready to Follow!

Murph is back with a "Special Edition" mod offering like no other! He has combined 4 of his "Quake 4" offerings and his latest marine modding effort into one great package! The latest updated version of Murphys Marines : Console Commandos v1.3.se is a must have download for die-hard "Quake 4" fans! It packs quite a "Tactical" punch with it's latest additions to this updated mod and one of them is named "Kanes Crew"!

"Kanes Crew" is the name given to the unfortunate marines who were captured alive by "Strogg" forces and suffered through the horrible "stroggification" process! Thankfully rescued before the "Nuerocyte" could be fully activated, these "Tactical-Hybrid Marines" are out for payback and carry a down-right sick "RailGun" that puts on quite a firey show!

This updated mod includes: .1. "Murphys Marines : Console Commandos v1.1" _____This mods primary core! .2. "Murphys Marines : Commands Patch v1.2"_________This mods installed patch! .3. "Rhino Squad Light Pack".________________________This mods weapons-light mod. .4. "Speak Spawned Tech Marine"._____________________This games repair mod installed. .5. "Kanes Crew : Tactical-Hybrid Marines"__________This mods latest mod additon!

This updated mod gives you 20 different spawn-in "follower" marine variations including two new classes of marines, "QIK-Aid" marines and "QIK-Fix" marines to choose from. Some marines are tweaked more than others. This mod also includes an option to add a flashlight on to your marines weapon and if you speak to them, most have speech capability as well. Rest assured that "All" 20 different spawn-in marine variations are improved over the standard spawn-in "non-follower" commandos. Note: If you don't want "Murphys Marines" to "Follow" you around and you prefer they do their "own" thing, they can easily be set-up this way as well. ;)

  • All "Marines" Include :
    • Name
    • Class
    • Squad I.D.
    • Squad Badges
    • 250-500 Health

"Kanes Crew" is this mods latest mod additon and could have easily been its own stand-alone mod offering! There are 18 different "Tactical-Hybrid Marines" ready for you to spawn-in as needed! I gave all the "Tactical-Hybrid Marines" the "QIK-Fix" capability which does put them into a class all by themselves!.. Most have personas or speech capability and even the ones that dont will still "Talk" to you while making a "QIK-Fix" repair to your armor! These guys are "Followers" packing some "serious" heat! I have made a custom "RailGun" for "Kanes Crew" which is down-right sick and puts on quite a firey show!... Don't worry, I also have a lil "down-grade" option for the "RailGun" if you deem it too sick! Implementing a little extra coding" through the Console Commands will make the "RailGun" shoot either machinegun ammo or hyperblaster ammo and it looks great doing either one really! Upon death, the "RailGun" is dropped by your "Tactical-Hybrid Marine" and is available for you to pick-up and use, but only in its originally intended firing state! I had the option of using 2 different "skins" for my "Tactical-Hybrid Marines" and choose the edgier "skin" which comes complete with a partial face mask included, giving them a nearly completed "stroggification" process look!

  • All "Tactical-Hybrid Marines" Include :
    • 1. Name
    • 2. Class
    • 3. QIK-Fix
    • 4. RailGun
    • 5. 500 Health

"Rhino Squad Light Pack" attaches a "Flashlight" to all "your" guns and tweaks the "Blaster" and "Machinegun" light to be a bit brighter as well... I'd like all my weapons with light capability! Who wouldn't? You don't have to use it if you want to play "old" school in the dark, but it's always there if you decide you need it! It does make a nice weapons upgrade!

  • Flashlight Added To :
    • 1. DARK MATTER GUN
    • 2. GRENADE LAUNCHER
    • 3. HYPER BLASTER
    • 4. LIGHTNING GUN
    • 5. NAILGUN
    • 6. RAILGUN
    • 7. ROCKET LAUNCHER
    • 8. SHOTGUN

"Speak Spawned Tech Marine" mod repairs "Quake 4 Tech Marines" speech capability after hes been spawned. When spawning in a "Tech Marine", through the drop down console, he would lose his speech capability. The marine now lipsyncs and speaks as he should when administering aid. Yes, this only a minor repair, but why not have your spawned "Tech Marine" speak just as he was meant to!

When looking for a little back-up in an un-forgiving world... "Murphys Marines" reports for duty!

Refer to the readme for more information.

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Screenshots
Readme
*************************************************************
 
                        "Murphy's Marines : Console Commandos v1.3.se" 

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

  Date:  1/12/08 
  Game: "Quake 4"
  Mod:  "Murphys Marines : Console Commandos v1.3.se" 

  File: "murphys_marines_v1.3.se.zip"
  Single Player: Yes
 
  Developer: Murph 
  E-mail: murphs_mailbox@yahoo.com  

  Project Contributors Below Are:
  Murph_____ This Mod's Author.
  Slayer_2__ Tacticals "Story-Line".
  TK 1618 Major__ The "Follow Code".
  Beta Tester/Patch_v1.2:
  Tyler Cunningham
                              

*************************************************************
 
Description:

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


* "Murphys Marines" are Back with a Vengence! ... Locked, Loaded and Ready to Follow!" * 

Murph is back with a "Special Edition" mod offering like no other! He has combined 4 of his "Quake 4" offerings and his latest marine modding effort into one great package! The latest updated version of "Murphys Marines : Console Commandos v1.3.se" is a must have download for die-hard "Quake 4" fans! It packs quite a "Tactical" punch with it's latest additions to this updated mod and one of them is named "Kanes Crew"!

"Kanes Crew" is the name given to the unfortunate marines who were captured alive by "Strogg"  forces and suffered through the horrible "stroggification" process! Thankfully rescued before the "Nuerocyte" could be fully activated, these "Tactical-Hybrid Marines" are out for payback and carry a down-right sick "RailGun" that puts on quite a firey show!  
  
 
.This updated mod includes :

.1. "Murphys Marines : Console Commandos v1.1" _____This mods primary core!     

.2. "Murphys Marines : Commands Patch v1.2"_________This mods installed patch! 

.3. "Rhino Squad Light Pack".________________________This mods weapons-light mod.

.4. "Speak Spawned Tech Marine"._____________________This games repair mod installed.

.5. "Kanes Crew : Tactical-Hybrid Marines"__________This mods latest mod additon!


This updated mod gives you 20 different spawn-in "follower" marine variations including two new classes of marines, "QIK-Aid" marines and "QIK-Fix" marines to choose from. Some marines are tweaked more than others. This mod also includes an option to add a flashlight on to your marines weapon and if you speak to them, most have speech capability as well. Rest assured that "All" 20 different spawn-in marine variations are improved over the standard spawn-in "non-follower" commandos. Note: If you don't want "Murphys Marines" to "Follow" you around and you prefer they do their "own" thing, they can easily be set-up this way as well. ;)

.All "Marines" Include :

  .1. Name   
  .2. Class
  .3. Squad I.D.
  .4. Squad Badges
  .5. 250-500 Health 

"Kanes Crew" is this mods latest mod additon and could have easily been its own stand-alone mod offering! There are 18 different "Tactical-Hybrid Marines" ready for you to spawn-in as needed! I gave all the "Tactical-Hybrid Marines" the "QIK-Fix" capability which does put them into a class all by themselves!.. Most have personas or speech capability and even the ones that dont will still "Talk" to you while making a "QIK-Fix" repair to your armor! These guys are "Followers" packing some "serious" heat! I have made a custom "RailGun" for "Kanes Crew" which is down-right sick and puts on quite a firey show!... Don't worry, I also have a lil
"down-grade" option for the "RailGun" if you deem it too sick! Implementing a little extra coding" through the Console Commands will make the "RailGun" shoot either machinegun ammo or hyperblaster ammo and it looks great doing either one really! Upon death, the "RailGun" is dropped by your "Tactical-Hybrid Marine" and is available for you to pick-up and use, but only in its originally intended firing state! I had the option of using 2 different "skins" for my "Tactical-Hybrid Marines" and choose the edgier "skin" which comes complete with a partial face mask included, giving them a nearly completed "stroggification" process look!

.All "Tactical-Hybrid Marines" Include :

  .1. Name   
  .2. Class
  .3. QIK-Fix
  .4. RailGun
  .5. 500 Health                      

"Rhino Squad Light Pack" attaches a "Flashlight" to all "your" guns and tweaks the "Blaster" and "Machinegun" light to be a bit brighter as well... I'd like all my weapons with light capability! Who wouldn't? You don't have to use it if you want to play "old" school in the dark, but it's always there if you decide you need it! It does make a nice weapons upgrade!
 
 
.Flashlight Added To :

  .1. DARK MATTER GUN            
  .2. GRENADE LAUNCHER
  .3. HYPER BLASTER 
  .4. LIGHTNING GUN   
  .5. NAILGUN 
  .6. RAILGUN
  .7. ROCKET LAUNCHER
  .8. SHOTGUN


"Speak Spawned Tech Marine" mod repairs "Quake 4 Tech Marines" speech capability after hes been spawned. When spawning in a "Tech Marine", through the drop down console, he would lose his speech capability. The marine now lipsyncs and speaks as he should when administering aid. Yes, this only a  minor repair, but why not have your spawned "Tech Marine" speak just as he was meant to! 

When looking for a little back-up in an un-forgiving world... "Murphys Marines" reports for duty!

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

 Read-me:

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

The description above pretty much states what this latest mod, "version 1.3.se", is all about!

After seeing some interest being shown in this old mod again, I realized that people were not downloading the updated ver.1.2 patch as much as they were downloading the ver.1.1 mod itself!

I decided to add the patch in myself and offer a fully fixed new version! To sweeten the deal I also added in my other mod "Rhino Squad Light Pack". A Weapons Mod for Quake 4 which attaches a "Flashlight" to all your guns and also tweaks the "Blaster" and "Machinegun" light to be a bit brighter.This mod already included "Speak Spawned Tech Marine", another one of my "Quake 4" mods! This mod repairs "Quake 4 Tech Marines" speech capability after he's been spawned. When spawning in a "Tech Marine", through the drop down console, he'd lose his speech capability. This was an
actual flaw in the "Quake 4" game itself, but with this "patch" installed, the "Tech Marine" now lipsyncs and speaks as he should when administering aid. Yes, this only a  minor repair, but why not have your spawned "Tech Marine" speak as he was meant to! Would you want him any other way?

Not fully satisfied with this new mod offering, I went to work on a idea by "Slayer_2" offered way back on 12-21-2007 in the "Murphys Marines : Commands Patch v1.2" forum which said ......

Quote: "I have an idea! Why not make some stroggified marines who didnt have the nuerocyte activated." ... "Maybe 2 or three, that would really be cool, having 2 guys like you following you through the medical facilities, maybe make a tech and medic one as well."
.
Hey!.. Great Idea Slayer_2!.. Well.. Better late than never!.. So, after too long, here it is!  
 
 More General Info :    
  
As stated above, I added two new classes of marine, "QIK-Aid" marines and
"QIK-Fix" marines. Both styles are basically PFC Marines with added "Help"
features and they apply them quickly. Good if your in a hurry, as they cut
out the somewhat lenghty animation run through of the Techs/Medics. You can 
think of them as marines who have come across dead Medics or Techs and have 
grabbed their fallen comrades Health/Repair packs.
 
               :There are 5 groups of Marines:

               .1. QIK-Aid Marines
               .2. QIK-Fix Marines
               .3. Tech Marines
               .4. Medic Marines
               .5. PFC Marines

               **And Newly Added "Tactical-Hybrid Marines" as well! 

  
-------------------------------------------------------------

                       : Set-Up Procedure for Human Marines :                

-------------------------------------------------------------

A. You can have a look through the "Marine Photo Album" I supplied to view the
   spawn-in marine you may be interested in, before actually spawning him in to
   the game, as there are 20 different marines to choose from.

B. Once you choose the marine or marines you would like to use, look for their 
   spawn-in command codes supplied in "Console Commands txt." I would suggest 
   printing out "Console Commands txt."so this info is easily on hand as you
   bind them to keys for quick spawn-in.

C. At this point, refer to the "Installation Instructions" below for the mod. 

D. Start up the "Quake 4" game, press Ctrl+Alt+~ for drop-down Console and type
   in the command codes for the marines.

 Example: "bind o spawn waste_char_marine talk_turn 1 leader player1"

  Typing this particular command would bind this Marine to letter "o" and is
  marine Qik-Fix Landon: Eagle Squad African-American Machinegun , with speech 
  when doing a Repair and also speaks while in battle which is called his Persona
  & Health at 250 points.               

  I have altered the "definition" of this command line in the game "Def" files to
  produce the marine I wanted to build. I have told the game what name, head, squad,
  badge, weapon, health, job, personality ...etc... the marine should have!
 
 E. NOW press the TILDE (~) key again to remove the drop down console from view. Done
    correctly the marine has now been bound to the letter "o" and once you press the
    letter "o" that marine should be spawned! ... Enjoy! 


------------------------------------------------------------


                             : Followers and Flashlights 1 :  

 However, there is some flexability with his, and all of the other marines codes.
 The "talk_turn 1 leader player1" part of the command line is the follow code. This
 is an optional part of the command line. Include this if you want your marine to 
 follow you around, DON'T include it if you prefer he does his own thing. They do 
 seem to act a little differently depending if "Follower" or not. By typing the 
 "flashlight 1" at the end of the command line you can add a flashlight to any of
 the marines gun you want to and is a great feature to have on hand. I gave my 
 name-sake "Tech Murphy " a flashlight. View "Tech Murphys" command code as an 
 example on how to attach a flashlight to any marine you want to!              

 Most of the Marines are set-up either as Machinegun/HyperBlaster class soldiers
 or Shotgun class soldiers.
                 
 None were originally set-up to be strict followers. Only the "Defs" were altered,
 not the "Scripts", however for those interested, "The NPC Spawning Guide ver.1.1"
 mod  has revealed the "FOLLOW" code and is now included in this mod so your Marine
 should follow you around. Talk_ Turn in the command line forces your soldier
 / NPC to face you at most times. Otherwise, he'll run up to you and turn away,
 showing you his back. I prefer Talk_Turn in the command line myself. If you
 decide not to type in the "FOLLOw" code, the shotgun style soldier does tend to
 be a better follower, as he always moves in closer to engage the enemy. As long
 as there is more enemy close by, he'll stay closer than the MG/HB soldier. 

 As mentioned, the "Defs" were altered, but should not interfere with whatever
 marine is called for by the game. The menu editor will over-ride these
 "Defs" changes per level and script. I tested most marines for glitches and most
 short comings were corrected once again with the latest revisions!
 
Note: { Marines with a 500 "Health" rating are set-up like shotgun style marines.
 They usually move in much closer to the enemy during combat and end up taking 
 twice the beating of the MG/HB marines, who have a 250 "Health" rating.
 The MG/HB marines will battle,if possible, from a safer distance back while
 taking cover, which helps keep them healthier.} 


-------------------------------------------------------------
 
              : Set-Up Procedure for Tactical-Hybrid Marines :                

-------------------------------------------------------------

 "We are going to set-up these guys a little differently mainly because their
  spawn-in codes are enormously long! ... Don't worry, it's easy to do tho!"

A. You can have a look through the "Tactical-Hybrids Photo Album" I supplied to
   view the spawn-in marine or marines you may be interested in, before actually
   spawning him/them in to the game. There are 18 different marines as options.

B. At this point, refer to the "Installation Instructions" below for the mod. 

C. Once you choose the marine or marines you would like to use, look at the
  "Murphs Tactical Configs." file and find the name of the marine you are
   interested in using in the "Command Line" itself. Even tho the "Command 
   Line" is a little long, it's easy enough to see the name of the marines!

Note: The first 4 spawn lines (b,c,d,e) and the last 2 spawn lines (x,w) of
the marines code are all variations of "Tactical Kane" and you won't
see his name in the line as it's already been handled with-in his own "Def" file!  

 D. Copy and Paste this "Command Line" and any other "Command Line" into your own
    "Quake4Config.cfg" found in the drive:/Program Files/id Software/Quake 4/q4base.
          
    You could copy all my configs and paste them into your own "Quake4Config.cfg"
    if you like or you can just use my "Quake4Config.cfg" file as well.

Note: I will include my own "Quake4Config.cfg" file you can use in place of your
own if you want to do it this way which is easy enough, but you'll have to 
re-set your controls or particulars to the way you like and anything else. 
                     
E. Start up the "Quake 4" game. Load your level. Press one of the letters you did
   "bind" your "Tactical-Hybrid Marine" to (by altering the "Quake4Config.cfg" file)
    and that marine should be spawned! You won't need the "Drop-Down Console" at this
    particular point, unless your making other alterations!... Enjoy!


-----------------------------------------------------------

                           : Followers and Flashlights 2 :  

 Please read "Followers and Flashlights 1" above as this same information does
               apply to the "Tactical-Hybrid Marines" as well.
          _____________________________________________________________
     
    
   : Tactical-Hybrid Marines F.Y.I and the "Down-Grade" the "Railgun" Option :

-------------------------------------------------------------

 1. There are 18 "Tactical-Hybrid Marines" I made on hand for spawn-in.

 2. The first 4 and last 2 marines in my "Quake4Config.cfg" file are all variations
    of "Tactical Kane"... Try'em all and use the variation you prefer!

 3. The last 3 marines in my "Quake4Config.cfg" file are really to be used as your
    examples on how to "Down-Grade" the "Railgun" to shoot either machinegun ammo or 
    hyperblaster ammo:

 ** Add this "Console Command" line at the end of any "Command" line to make your
    marines "Railgun" sound like and shoot like the machinegun! 

def_attack_base hitscan_tactical_machinegun snd_base_flash tacticaltransfer_machinegun"

 ** Add this "Console Command" line at the end of any "Command" line to make your
     marines "Railgun" sound like and shoot like the hyperblaster! 


def_attack_base projectile_tactical_blaster snd_base_flash npc_hyperblaster_fire"


4. Even though the first "Tactical Kane" (letter b) looks like the standard spawn
  -in version... He is a "Follower" with "Qik-Fix" capabilities and is in fact a
   very custom piece, as he was backwards engineered in order to make him look like
   the original while his "Def" file is the basis for building his crew. As the 
   game itself calls for him, he should appear as he was ment to! 

5. The "Tactical-Hybrid Marines" are brought to "life" though the use of NOT ONLY
   the "Drop-Down Console" but in conjunction with some altered files with-in this
    mod pak offering! Working both angles here really is what brings a smooth over-
    all balance to how well these marines operate! Something that couldn't be said
    for using the "Drop-Down Console" alone!

 6. Just about all the main different actors or characters are represented though the
    "Tactical-Hybrid Marines" except for the african-american variety for the simple
    reason that their heads did look out of place on white armed tacticals and was
    quite noticeable and disturbing. I did not see black skinned tactical bodies and
    if I missed them... My apologies, as no slight intended !!! You can always add
    these heads through the "Drop-Down Console" if you wish and would be easy to do!

7. Tactical-Hybrid Marine Underwood :

 Most of the main different actors or characters are well known in-game entities.
 However, the "THM Underwood" marine maybe of interest to some "Quake 4" fans!
 He's an original unknown "Quake 4" character buried deep with-in the "AirDefense"
 level "Def"... Underwood was cut and killed off by "ID" and never got to see the
 light of day! However, I have or should I say, the "Stroggs" have resurrected this
 left for dead marine and one look at him will tell you he was in "Big" trouble!
 Lucky for him he was "stroggified" and through the "stroggification" process, his
 life was saved! Otherwise, he just wasn't gonna make it!  
   
8. The Tactical-Hybrid Marine "RailGun" :

 I have made a custom "RailGun" for "Kanes Crew" which is down-right sick and puts
 on quite a firey show!... Don't worry, I also have a lil'"down-grade" option for
 the "RailGun" if you deem it too sick! Implementing a little extra coding" through
 the Console Commands or into your "Quake4Config.cfg" file will make the "RailGun"
 shoot either machinegun ammo or hyperblaster ammo and it looks great doing either
 one! Upon death, the "RailGun" is  dropped by your "Tactical-Hybrid Marine" and is
 available for you to pick-up and use, but only in it's originally intended state!
  

------------------------------------------------------------

 "Rhino Squad Light Pack" General Info :  
 
 I went over the lighting spec's on all weapons for radius, angle, distance, color, 
  brightness and so on and set each gun the way I thought it looked best. Some settings are a bit of a compromise, but I think most will like them. Tweak'em  more if you want.

 The ON/OFF switch :

 As far as the ON/OFF switch is concerned, turning the light ON/OFF still only happens at  either the "Blaster" or the "Machinegun". Once the light is ON, it stays on as you scroll through your weapons selection. Once the light is OFF, it stays OFF as you scroll through your weapons selection.

Pressing  default key "F" or whatever key you bind to access the light, instantly brings up the "Machinegun" or (if out of ammo) the "Blaster" no matter what weapon you happen to be equipped with. This is the normal operational outline of the game. As far as I can tell, there isn't any animation in place to show the rest of the weapons being toggled ON/OFF. I tried to mesh existing toggling animation sequences with the models and came up short :( 


 "Speak Spawned Tech Marine" General Info :  

This repair patch is already installed for you and ready to go to work, so no fuss here!!!     
 Note: "Speak Spawned Tech Marine" also known as "Tech Marines Speech Capability Spawn Fix".

               

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

 Installation:

*************************************************************
    
 Installation: There's 2 options for install.


 Option A:  Add as a pak. file

            1. Open the zip.  
            2. Open "Murphys_Marines_v1.3.se" folder.
            3. Cut or Copy pak022.pk4 to your "q4base" folder.
            example:  Quake 4 directory (default c:Program FilesQuake 4q4base).
            4. Start-up game and play!

 Note:  By using this method, you won't have to re-start level or a new game. Game 
  picks up right where you left off and you can play from whatever "Save" you 
     were at.   ( Also,  re-name "pak022.pk4" to higher pak.# if needed. )

 
 Option B:  Add as a Mod

1. Open the zip.   	
2. Drop the entire contents of the .zip (folder"Murphys_Marines_v1.3.se.") into 
   your Quake 4 directory.
 example: (default c:Program FilesQuake 4).-- Do not place whole folder
  "Murphys_Marines_v1.3.se" in "q4base" folder with this option.
3. Start Quake 4 and click on the Mods button. Select "Murphys_Marines_v1.3.se"
   from the list and load.
4. Once the mod has been launched, click "New Game" and select a difficulty.
5. Have Fun!

 Note: By using this method, you will have to start a new game for mod to work.  
     
  
 
*************************************************************

 Mod Upgrade History :

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


.1."Murphys Marines : Console Commandos v1.0".....Date..6/27/06...(revised 7-14-06)       
            
.2."Murphys Marines : Console Commandos v1.1".....Date..7/23/06...(second revision 7-23-06)   

.3."Murphys Marines : Commands Patch v1.2"........Date..12/17/07..(third revision thru patch)   

.4."Murphys Marines : Console Commandos v1.3.se"..Date..1/07/09...(fourth revision 1/07/09)

..."v1.3.se" includes in the 2 mods below!... 

..."Rhino Squad Light Pack" ....Date..5/22/06  
 
..."Speak Spawned Tech Marine"..Date..5/18/06 
    

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

 Known Bugs or Issues Repaired:
      
*************************************************************
 
 Known Bugs or Issues involving "Murphys Marines : Console Commandos v1.0" repaired were: 

  (7-23-06) ** second revision **(Ver.1.1) 
            - Improved gameplay and an extra marine to the "PFC Squad" are added.
              Update gives you the spawn-in code for additional marine "PFC Casey".
   - Corrections made to "Console Commands Txt." repairs spawn-in capabilities
       of two marine characters, "Medic Doc Holiday" and "Tech Rutkers".             
   - Two marines ( Quade and VonRuck) were a little too aggresive. I detuned them
              and set most marines back closer to stock aggresion settings.
   - An increase of all Machinegun/HyperBlaster weapons to hold an 80 ammo clip,
              only half of them were set up this way before.
            - Many typo error corrections made to "Console  Commands Txt."
            - Added Flashlight to "Tech Murphy's" shotgun in "Console  Commands Txt."
       This add-on can be done to any marine you wish by adding "flashlight 1" at
       the end of the command line. View "Tech Murphys" command code for an example.

_____________________________________________________________
 
Known Bugs or Issues involving "Murphy's Marines : Console Commandos v1.1" repaired were:
 

  (12/17/07) *Fixed thru Patch**(Ver.1.2).. Addresses these two main issues:         

             1. Marine character "Medic Doc Holiday" 
             2. Marine character "Tech Rutkers"

 - Corrections made to "Console Commands Txt." repairs spawn-in capabilities
   of two marine characters, "Medic Doc Holiday" and "Tech Rutkers" when using
   the console.         
 - Added Flashlight to "Tech Murphy's" shotgun in "Console  Commands Txt."
   This add-on can be done to any marine you wish by adding "flashlight 1" at
   the end of the command line. View "Tech Murphy's" command code for an example.

 ---------------------------------------------------------             

 1. When trying to spawn in marine "Medic Doc Holiday"... marine "Medic Anderson"
    shows up instead!  oops!!! Typo error on my part in "Console Commands txt".
    To spawn-in "Medic Doc Holiday" The correct code line in "Console Commands txt."
    should read as follows:

 Type: "bind i spawn network_char_marine_medic talk_turn 1 leader player1"

 Obviously, you can bind him to any key you want to, as "i" up above, is really
                just for an example.
            
------------------------------------------------------
           
 2. When trying to spawn in marine "Tech Rutkers"...an error code is displayed
   resulting in no marine at all. To spawn-in "Tech Rutkers" The correct code
  line in "Console Commands txt." should read as follows:

 Type:  "bind e spawn char_marine_npc_rutger_storage2 talk_turn 1 leader player1"
 
 Bind him to any letter you want to.... "e'' above just for an example.
 
 The missing digit in the code for "Tech Rutkers" was the number "2" after "storage".
 One letter off and the code does not work at all. Not too forgiving when it comes 
 to typo's! I did type this disclaimer note in the original "Console  Commands Txt." 
 
 *Hopefully no typing errors made by me or command line won't work.* 
 
 I know, not much of an excuse, but I am a horrible typer. Mistakes here come as no
 surprise to me when handling all that coding. I wish I caught it earlier. Sorry for
 any aggravation !

 * F.Y.I.- A Note on "Tech Rutkers" vs. "Tech Rutgers"
 My marine "Tech Rutkers" is obviously based on the in-game character    
 marine "Tech Rutgers", however my "Tech Rutkers" is far more durable
 as he has 500 health and holds an 80 ammo machinegun clip!...He is a 
  "follower" and should follow you around to most places.

                 There is the distinct possiblity that both marines could be in the 
                 game at the same exact time depending on the level your in and "if"
                 you spawned-in "Tech Rutkers"..They look the same and I just wanted 
                 you to be aware of their differences!

          "Tech Rutkers" with a "k" is "your" stronger custom spawned-in marine.

         "Tech Rutgers" with a "g" is a standard marine called-in by the game.

          I should of named "Tech Rutkers" completely different, but he's really
                 just an upgraded offering of this well established character.

  

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

 Credits:

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


: Much thanks to all the modding community especially these influential people :

.1. Altroth Akenzie and Jarad"TinMan"Hansen for their contributions to "Doom3" with
   their mods "Allied Marine Squad" and "TinMan Squad" respectively. Both personal
   favorites of mine and the inspiration behind this mod. Their help and support
   in my own "Doom3" marine modding projects will not be forgotten! Thankyou !   

.2. ******************** Tyler Cunningham at ty_bugg@yahoo.com *********************
   My "Beta Tester" on "Murphys Marines : Commands Patch v1.2" Tyler Cunningham
   Tyler was a big help finding typo / spawn-in problems made by me! ... OOPS!
   He went through all the "Console Commando's" command lines double checking that
  each marine spawned-in as they were ment to! Thankyou Tyler !              

.3. *********************** Slayer_2 (EOTcrew@gmail.com) ****************************
   Special thanks go to Slayer_2 For his suggestion to add something new to my mod
    "Murphys Marines : Console Commando's" Quote: "I have an idea! Why not make some
   stroggified marines who didn't have the nuerocyte activated." on 12-21-2007 :) 
             
.4. I would like to thank TK 1618 Major for his "The NPC Spawning Guide ver.1.1"
     mod for Quake4. It highlights many commands worth checking out and most importantly revealed the "FOLLOW" code which I was also seeking. Hence the revision of 7-14-06.

**Also, another round of thanks go to TK 1618 Major for his support in the prior
 forums section. The 10/10 rating from TK is greatly appreciated! Please check out 
 "The NPC Spawning Guide ver.1.1" on how you can use the Console to alter features
  or add a flashlight to your marine. Play your spawn-in marine the way I made him
  or add a tweak here or there, the choice is yours! Thankyou TK 1618 Major! 

 .5. Special thanks go to Glen Murphy, ( No, he's not my brother!) creator of
     the Duct Tape Mod . The Originator. Check out Duct Tape Mod and his other
     works at http://www.glenmurphy.com
  
.6. Special thanks go to Nick Klekot, aka Professor Falken. A long time gamer,
    and like myself, somewhat of an amateur modder. Check out Falken's Light Mod
    v1.0 for Doom 3 at nklekot@yahoo.com 
            
.7. Special thanks go to John 'Cryect' Rittenhouse for The Pistol Flashlight Mod 0.1
      Check out The Pistol Flashlight Mod 0.1 at jspam1@jhu.edu

.8. Special thanks go to BOFH for The VariLight Mod Version 1.1 . Check out
   The VariLight Mod Version 1.1 at http://osfocus.net/VariLight/,check there 
      for updates as they are made available.


******* These are only some of the very many to thank, I thank'em all. 
                  
                             Thanks and enjoy! =Murph=

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

 * 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 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. 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 :)

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Murph


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Registered 20th May 2006

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