MaraGuns 3
Yet another foray into editing by Quanah S. Harjo,
Physics Fiddler.......

I came up with this model by playing, playing, and more playing.  After going through a few dozen different weapons configurations, these are the one's I've been playing with for quite a while.  A few of the changes are cosmetic, others are far-reaching, and take the weapon in question into a totally different category.

Mostly, I posted this because it does several of the things that people have been asking about on comp.sys.mac.games.  There is the use of 'undefineds', Attack Bobs, and the implementation of flight.  This can be used sort of as a model for those people who haven't had time to experiment, like I have.  So, a quick listing of changes made:

Fist:  Gives a quick, two-second light burst.  Just say he has a flashlight in his fist.
AR-75:  Made the groups tighter, and it fires in four shot bursts.  
              Up side:  More accurate, one keypunch does more damage.
              Down side:  Eats ammo fast, not as effective on a crowd as before.
SPNKR:  Mostly cosmetic, but a little physics change.  Now fires a large, slow plasma shot/bomb.  			          
                 No real enhancement in performance, except slightly larger blast radius and damage 
                 random.
                 Down side:  No rocket super-jumps.  Next one makes up for it though. ;)
TOZTR:  A BIG change.  The TOZTR is now a flight pack.  It uses a -200 recoil, making a short burst 
                 propel you to the ceiling pretty fast.  At first, this is unmanagable, but pretty soon, you can 
                 tap the fire key, making Maradude bob and hover, almost. 
                 PS:  Anyone trying this in a net game PLEASE tell me exactly what the flame looks like.  
                 Is it behind him?  Is it there at all?  Thanks!
        The second trigger is the overkill button.  I modeled it after the unguided rockets in "Flying 
                 Nightmares" it sprays low-explosive mini-rockets all over the place.  Not a really   
                 effective weapon, but fun.  Try hovering while emptying the forty-round clip on this 
                 sucker.  Not as hard as it sounds, especially with the fast firing rate of the rockets.
ALIEN WEAPON:  Cosmetic.  The bullets now leave a funny contrail.  Big whoop.
                 Oh, and for the Total Carnage Players:  The Alien Weapon uses Alien Weapons as   
                 ammo. 

Alien Changes:
ATTACK BOBS!!!!
Yes, you heard it right, attack Bobs!!  Er, call them Robert.  They still don't like you very well.
Each Bob is programmed to attack appropriate Pfhor, but are just indifferent toward you.  Moral of the story:  Don't piss Bob off.

This will only work if you have applied the ATTACK BOB PATCH found on ftp.amug.org.  Patch your Shapes file, and then go for it.

Green Bob(Crew):  Pistols.  Don't trust these weenies with anything else.
Orange Bob(Engineering Bob):  Assualt Rifle.  Almost an AR-75, but using the alien ammo.  They have grenades and rifle shots.
Blue Bobs(Security):  Plasma Guns.  These guys are good.  Charged shots at a distance, normal close up.
Yellow Bobs(Science/Flame Bobs):  Carry a real TOZTR, not the flight pack.  They don't attack flame proof aliens.  Please.  These are men of science!

MARATHON DEFENSE DRONES:  Their grenade launchers are armed, like the MADDS.

Minor/Major HULKS:  A nasty suprise, and the most unique thing about the file.  Trust me.

Unused 1 (alien):  I've changed Unused 1 of the alien group to a floating barrel.  Why?  Well, because I couldn't get it to blow up, that's why!  And the Barrel isn't an attack shape, so I couldn't have it as that nasty little alien suprise.  Darn.  So now all it does is float around stupidly, acting like a floating barrel.  To use Unused 1 in a level, use NetEdit 1.1 to place the Alien unused (the first 'unused' on the list) in a level, setting the random, #on the level, etc.  It does show that it's possible to use the unused alien slots, just not very inventively yet.  Well, I could try making a living smoke screen........ Nah,  I'll leave that to you.  THINK!

Any comments, problems, etc.  mail to qsh@osuunx.ucc.okstate.edu

I may have left some stuff in that I didn't mean to.  If so, sorry.  If not, yay me!

Thanks to the maker of the Phys Editor, the makers of NetEdit, and Bungie, makers of fine chaosware.