Releases: inkoalawetrust/Smart-Marines
Version 1.0.1
This minor release only requires the same version of KAI as the 1.0 release.
This is a new minor update for the marines, it adds the flashbang grenade (Which I was too lazy to model for months, it took me like, one hour, while distracted, by the way), a new marine idle animation frankensprited by me, 3 new user variables, 2 more actions that can be stopped by the action restrictor, and several bug fixes.
This update was mainly made for the sake of the official gameplay mod addon. If you are using said addon, you AT LEAST need this version of the marines for it to work!
More information on the new additions can be found on the wiki.
Significant changes
- Added a flashbang grenade that painlocks NPCs and flashes the player and plays a ringing sound.
- Added a new idle standing animation, of the marine kneeling down and looking around idly.
- Added 3 new user variables, User_DodgeRange, User_NoReload, and User_AllyClip.
- Using emplacements and throwing smokescreens before retreating can now be controlled by the action restrictor.
- Setting User_TurretDelay to -1 can now turn off marines using emplacements entirely.
- SM_GigaMarine now has perfect accuracy, i.e they don't shake at all when aiming.
Bug fixes
- Fixed a bug where, when their target went out of sight, and they walked to its' last seen spot. Marines would start walking in place before reverting to normal chasing.
- Fixed marine groups not setting the player of a player-led group as the leader again, after said player dies and then resurrects.
- Fixed the marines' idle head turn animation to play properly.
- Marines now set their MarineState to MARINE_IDLING even when in SM_Chase(), if they're currently not chasing anyone. Instead of only doing so when they go to the Idle: state sequence.
A NEW BEGINNING (1.0)
Note: This NEEDS the KAI library to work, it should AT LEAST be guaranteed to work with version 0.5.0 of the library, which can be found here.
THIS IS THE REMAKE OF THE MARINES, THE CURSE OF THE BUGS IS FINALLY BROKEN.
This is a near total rewrite of the original marines, they have all of the abilities of the original marines, on top of a ton of new ones, and are also far more stable and functional than they've ever been before. No more random asinine bugs, freezes, or whatever-the-fucks.
You can find a video showcasing this versions' major features here.
Full Changelog (Lol): 1.3.7...main
Version 1.3.7 release
- Added the SM_IAmTheDanger inventory token, which can be given to actors used by other mods to make marines automatically fear them regardless of their health or size.
- Added the SM_DontWarnOthers inventory token, which can be given to actors used by other mods to make marines not alert each other if the target has this token. This was actually added as an attempt at fixing a bug, but I decided to keep it.
- Added MeleeState and MissileState values to the marines, to allow internal code to know that they DO have melee and ranged attacks.
- Updated the visual scale of the machine gun bullets to negate aspect ratio correction.
- Added a Stay order type for User_DefaultOrder.
- Updated some checks to not misidentify voodoo dolls as actual players.
- Moved the armor equipping from PostBeginPlay() to BeginPlay(), to allow for the marines to be harmed immediately after spawning with the armor absorbing the damage.
- Bumped the marines' alert range for other marines from 384 to 512.
Note: Guess what the status of the demo maps is ?
Version 1.3.6 release
- Updated the SM_SmartMarines service to return if the specified marine can follow orders, return the value of CurrentMarineOrder, and to allow for changing the value of the marines' CurrentMarineOrder variable, which can be used in conjunction with calling Used() on the marine to order them around.
- Added User_ClipPlayers, which allows specified marines to not collide with players friendly to them.
- Changed around the marine command code a bit.
- Removed forgotten debug messages.
- Hopefully permanently fixed the bug that makes marines walk in place.
Note: The demo map is STILL not updated.
Version 1.3.5 release
- Marines now wear actual armor, specifically, they wear the vanilla GreenArmor, so their health has also been lowered down to 100, since they no longer need 120 health to account for their lack of armor.
- Marines now have a User_DefaultOrder variable, that specified if they should be spawned following the player or wandering, more info is in the documentation.
- Significantly buffed the marines' berserk attack, now it does 10 times higher damage than the standard rifle swing, just like the players' berserk attacks.
- Fixed a sprite name conflict with the marines' lying down and death sprites.
- Updated documentation.
Note: The demo map is still not updated because I'm still too lazy to bother.
Version 1.3.4 release
- Removed a forgotten debug message, because apparently, constantly forgetting to remove debug code is a thing I do now.
- Fixed a bug where the game froze if a friendly marine that is pre-spawned on a turret heard the player.
- Made the stationary turret marines work with the SM_ImInDanger token.
Note: The demo map is still not updated because I'm too lazy to bother.
Version 1.3.3 release
- Added easter egg.
- Added the SM_ImInDanger inventory token, which allows for other mods to warn marines of a danger, it is checked for in SM_FindNearbyGrenade().
- Fixed a VM abort caused by the marines' master not being another marine.
- Fixed a bug that caused the NoPain flag to not really be set to true when the marines run to reload.
- Marines are now more likely to throw grenades or use nearby turrets if their target is an enemy vehicle, or there is an enemy vehicle near their target.
- Did some minor code clean ups and fixes.
- Updated document and readme.
Note: Still no updates to the demo map.
Version 1.3.2 release
- Marines now have a small chance to decide to lie down to fire when shooting out in the open, this shrinks their hitbox appropriately, and for friendly marines, also increases their accuracy slightly.
- Marines now wait for about a second after throwing a grenade, before they decide to throw another one. This will hopefully alleviate any issues people have with them spamming them too often.
- Hostile marines will now increase their chance of using a turret based on how many fellow hostile monsters have the SeeFriendlyMonsters flag, as that flag is now a universal way to make monsters react to player allies.
- Marines that are behind cover have a slightly higher chance to throw a grenade.
- Changed the marines' default species to Military, and the species of hostile marines to MilitaryHostile.
- Added an empty service class called SM_SmartMarines, looking for it with a ServiceIterator allows for other mods to check if the marines are loaded.
- Updated tooltip description for the No Crouch Zone actor.
- Reverted the changes from version 1.3.1, to fix a bug with //$UserDefaultValue that makes the default user variables of any actor not initialize, if they weren't spawned by being placed in the map through a map editor.
- Updated credits
Note: The demo map is still not updated because I'm too lazy to bother.
Version 1.3.1 release
This is a minor amendment to the 1.3.0 update, I originally wanted to make all the marines' user variable default values be handled by the //$UserDefaultValue editor key instead, as part of the cleanups on the 1.2.2 update. But was unable to due to the keys' behavior being completely broken. However, UDB just pushed a new update that fixes it again, and did so RIGHT AFTER I released 1.3.0, so this is an 11th hour update to 1.3.0.
- Changed the way defaults are given to user variables to just use the //$UserVariableDefault key, I was aware of this key, but it was buggy and broken. And was only fixed exactly after I finished the prior update.
- Removed the User_RandomPersonality user variable.
Version 1.3.0
This is the third major update to the marine, it includes a brand new squad system, a new marine color, and several improvements and fixes, along with two new easter eggs. For more information on the cover system, check the updated document.
- Added a brand new squad system, now on top of marines being able to do certain things when near other marines, they can also be made to rally around a designated leader, for more information, check the updated documentation.
- Increased the default amount of time the marines spend looking for a target from 300 to 500.
- Added a new dark red color for the marines.
- Removed user_meleechance, it just took up space on the marines' custom tab for little value, as the marines are intentionally terrible at melee, and so have no reason NOT to avoid it, unless they have a berserk powerup in their inventory.
- Marine command icons will no longer appear on the map.
- Fixed a bug with the updated commands that made marines go back to staying still by default.
- Fixed a bug in SM_AlertNearbyMarines(), which ran checks on the calling marine, instead of the ally that the calling marine is trying to alert.
- The marine alerting functions can now also alert marines in the middle of fleeing from a grenade, by giving them a target to begin hunting after they stop running, if they didn't have one already.
- Removed even more YandereDev code.
- Added more easter eggs.
- Updated readme and documentation.
Note: The demo map has not been updated. It should've for this update. But frankly I can't really be bothered to continue working on it.