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| Murphy's Marines : Console Commandos (v1.3.se) - File Description |
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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 :
- 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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| Murphy's Marines : Console Commandos (v1.3.se) - File Download Options |
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Primary Download Locations: | | Name: Location: Provided by: | Worldwide Mirror by FileFront USA Central FileFront.com | | | |
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|  | | Murphy's Marines : Console Commandos (v1.3.se) - Readme |  | Readme File: *************************************************************
"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.
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Credits:
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: 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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| Murphy's Marines : Console Commandos (v1.3.se) - User Comments |
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The following comments are owned by the user that posted them. Quake 4 Files is not responsible for their content.
Total comments: 7 | Last comment: 07-14-2010 at 18:31
Murphys_Law From: Joined: May 18th, 2006 Posts: 174 | I would like to thank HFX Rebel and the "Q4" Team for the prompt attention given to me and my files!...I would also like to thank my "Project Contributors" Slayer_2, TK 1618 Major and my Beta Tester on Patch_v1.2 Tyler Cunningham! The support from these mentioned here is greatly appreciated by me!...
This "Murphy's Marines : Console Commandos v1.3.se" mod offering is much more in line with what I thought this mod should be! You would think that I would have gotten back in touch with upgrading this mod much sooner, especially since it has my own name on it! But if you check out my other mods, with the link below, you will see that I have been quite busy! 
http://quake4.filefront.com/developer/Murph;20436
Enjoy! = Murph = |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3069 | 10/10 !!!
Downloading now...
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Jester212 Joined: June 7th, 2007 Posts: 23 | Your right ! You should have updated this mod long ago, but I must say, it was worth the wait as this version is Awesome ! The Tacticals and the new Railgun are a great additon and I like the Photo Album idea so I can see what the guys look like first before I spawn them in. 10/10
One question. I noticed your mods mention Slayer_2 , Dafama2k7 and a few others and that some of their mods mention you as well. Do you guys know each other and work on each others mods? Just wondering out loud...
Thanks for the update !!! |
Murphys_Law From: Joined: May 18th, 2006 Posts: 174 | Hey guys, thanks for the compliments and the 10/10 Ratings! .. I am happy that you like this updated mod effort and I am glad I took the time to bring something new to this old game! 
To answer your question Jester212, well yes, no, kinda! .. lol .. We don't know each other personally, but know each other thru the modding community! With a common interest in game mods we see each others works and help each other with advice or certain files. I have worked with David "Dafama2k7" on my "Doom3" mods and he is a wizard with graphical shaders and textures being his specialty !
I have given some advice to Slayer_2, when asked and he likes to offer mods that more or less touch base with alot of different aspects of the game for a different game feel ... I like to mess around with the scripting on the marines or make repair patches for things that don't work right ! ... we all end up contributing in our own ways tho !!! |
Murphys_Law From: Joined: May 18th, 2006 Posts: 174 | For anyone confused with install and set-up... I'll try to explain it a lil easier here !
1. Open the zip.
2. Open "Murphys_Marines_v1.3.se" folder.
3. Cut or Copy pak022.pk4 to your "q4base" folder to add as a pak. file OR
... place entire folder into your Quake 4 directory to run as a mod if you prefer.
4. Copy and Paste the "Command Lines" of the Marines or Tactical-Hybrids you
want to spawn into your own "Quake4Config.cfg" or if you like you can just use one of my 2 included "Quake4Config.cfg" files as well. You can use either one in place of your own cfg. file if you want to do it this way, which is easy and quick ! The slow way would be to type them all in seperately through the Quake 4 "Drop-Down" in-game console ! ... 3 ways to do it really ... Your choice on how to do it tho!
5. Start up the "Quake 4" game. Load your level. Press one of the letters you did
"bind" your "Marines" to (by altering the "Quake4Config.cfg" file) and that marine should be spawned! You won't need the "Drop-Down Console" at this point unless your making other alterations.
"IF" you decided to bind your "Marines" while in-game instead follow this ... Start up the "Quake 4" game, press Ctrl+Alt+~ for drop-down Console and type in all of the command codes for the marines you want to use.
Example: "bind o spawn waste_char_marine talk_turn 1 leader player1"
NOW press the TILDE (~) key again to remove the drop down console from view. Done correctly this marine has now been bound to the letter "o" and once you press the letter "o" this marine should be spawned! ...
Final Note ... I hope this does help anyone confused on the install and set-up procedure! As you can see, there is no one way to set up a mod like this one! You have 2 options on where to place the mod pak file and 3 options on how to add the "Command Lines" to your "Quake4Config.cfg" ... These choices are all yours to make during set-up and I'm sure you'll choose whatever one suits your needs!
Good Luck and Enjoy ! ... =Murph= |
USMarineCorps Joined: July 14th, 2010 Posts: 16 | hi! ive read the info above and it seems awesome but i dont kno how to install mods and play them so if someone could give me STEP BY STEP instructions on how to do it i would appreciate it thanks!! |
USMarineCorps Joined: July 14th, 2010 Posts: 16 | Like i said i need STEP BY STEP instructions since i am ENTIRELY new to installing mods so i need steps that i can comprehend. thanks to who ever can help my situation!!! |
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