Chris.. the gcsp documents helped out, I believe a lot of this is directly applicable to the original dos release good luck on your mission.. you solved mine
I don't know what I did but after about 30 tries to make it work... out of nowhere it worked perfect. So I should be able to set an animation that will recognize various register values and have alternate outcomes based upon receiving damage from various types of weapons.
I already have the fourth guards able to die from a bullet and have a separate outcome from an explosion ect.. that was a trick in it self to figure out... but now I should be able to modify my animations to reflect similar varied outcomes
For this I'm utilizing an illegal delay number of 20736 "command #81" that sets (ur#v=*).. 20736 goes in weapon delay reg & v go in frame. Example Reg and val are (reg*256)+v.. so ur5v=1 is 1281.. after the explosion I do the same thing except I put 1280, clearing the register back to zero..
The cool part about this is I made various other discoveries along the way...
Although we cannot through the editor alter the type explosion dealt by an animation all we can set is an invisible blast and radius. If we go into the text documents of those animations we can modify the blast to carry attributes of different weapons ..
Example I have a explosion with an attribute that causes guards to gib.. but if I shoot an explosive Barrel and it puts off an invisible blast the barrel is only going to cause the guard to have the normal fall on the ground death.
Now using "command 8" 8*256 2048 as a delay in a fld file the folowing number would be the attribute "-#" for gib death.. my explosive barrels would be more convincing
As well I learned that command number 1248
Not followed by a negative number results in the blast radius. So after my initial blast, I put another invisible blast but with a radius of 1,000. So those who were nearby but outside of the Gib death suffer a normal death from the Shockwave of the explosion. I'm yet to discover how to alter the blast radius for various attributes of players weapons but for the normal death I can extend the blast radius that's a big plus.
Another learning experience was "command 20" 5120 when employed with an explosion this allows multiple forms of explosions utilizing various attributes of weapons.
So now my base explosion has three separate blast that occur.
Explained.. the initial blast is the typical 500 radius which gibs the enemies in that bubble. The following blast has an attribute that I'm using for a guard on fire, so if any of the guards are foolish enough to be rushing toward the explosion and just after their buddies gib.. they catch fire, player only sees this for a brief moment as when the Third invisible blast occurs it blows the fire right off them and their bodies fall to the ground dead.
I need to make a couple videos demonstrating these things so people believe me, but apparently what this does do is demonstrates we've fully unlocked the gcsp aspects revolving around explosions. More labor intensive than using a GUI, but pretty impressive to witness in gameplay.
I'm interested to see what else others might glean from these gcsp documents Chris shared today. Phenomenal stuff bro