Okay... So this post demonstrates something not possible with the original dos editor. And because it has to do with guard movement sound effects and animation topics, I'm only including a video.
www.dropbox.com/s/kexlnsvmcfs3law/20220306_171317.mp4?dl=0My floating head enemy... I really did not like his base attack program, it's the same as a gun but he doesn't possess a gun.. I like that he has a flash when he's attacking, but in this case I chose to script it out.
First to make his base characteristics, movement World size xcetera I altered his guardsrc.4th
I tried to make him only employ a melee attack using that document, but it does not work all the time and sometimes he was still attacking at a distance. I believe in the original dos editor this document functions better although some of the polar bears in xmas directory were pulling their melee attack successfully from quite a great distance ;p And I don't want to go so deep into the storyline that I have to explain to the player these heads are shooting invisible lasers or microwaving you from a distance... It has to visibly explain itself, ideally I would have liked them to employ a projectile. But using version 1.3 the feature is not incorporated into the engine. I do not believe that function worked until version 2.1..
So I created a script, GEXT00.4th.. the two 0's represent your level number.. this document made its first appearance on gcs v1.3.. In this document you can define characteristics and set various programs for entire groups of enemies as well as individuals.
I've already experimented with it, creating scripts for single 4th guards, where i did not want to simply employ an animation .fld file.. I thought it was cool because it allows various enemies to be triggered by the actions of another.
So with a little more experience and two evenings figuring out what to what not to... I've become pretty confident with the parameters of scripting this document.
Okay back to the point..
So the head... To avoid him ever using his base attack from a distance I made him a friendly character, and he blows himself up when he gets within a radius of you. In his individual guardsrc. 4th I've already altered his movement type where he takes very long steps and has a odd bobbing condition. So even as a friendly character his approach is aggressive and fast, and when he's zigzagging it is difficult to shoot him. Makes him a priority once you learn he explodes on contact.
So enemies who have guns and stop to shoot do not pose as much of a threat as this difficult to shoot fast moving coming for you head loaded with TNT.. but if you're distracted by him any of those guards standing there aiming and shooting at you are pulling off some good shots, definitely adds speed in gameplay as well as difficulty. Distracts from The Suicide Squad with bare minimum artificial intelligence in their favor.
A cool thing I have not employed but plan on doing with this character. Since they are explosive oh, they disappear from the world entirely when they explode but if they are killed their bodies remain. So if you were to kill one of these, it would reward you with something explosive.
So I thought to myself this would be my opportunity to utilize the landmine instead of bomb, and after rehashing the chapter on inventory items, I come to discover either with my version of g c s or the system I'm running it on land mines do not function. So I'm either going to have the floating head reward the player with a bomb... Or a grenade if I can ever get the grenades animation to function correctly.
As well in his s r c. 4th I disabled any of the sounds, so all sounds are under my control in gext.4th.. originally they played now and then but where not frequent oh, so there was a large periods of quiet and you would really have to alert or trigger an enemy to hear it make sound.
With gext.4th you can program and Define at what frequency how often in what exact conditions or situations different sound files would be played by the enemy. As well his interaction with you.
For example if guard with a gun to say something when he shoots you, or if a sound file plays representing the players damage. So if he was far away and he said something when he shoots you it would be a distant sound that's broadcast at a lower volume, but you can program it to be at full volume so even if he's across the room and shoots you, at full volume the player would grunt or make whatever sound effect for damage you want.
As well the sound effects do not have to play every time an action is called, you could set it for 20% of the time 5% of the time 90% of the time... And even cooler oh, you can put a list of sound effects under an action and when the situation calls on it it would factor in what the chances that any of the sound effects play as well it would select one at random so it doesn't keep playing the exact same sound effect. Giving characters more character right?
So in this video you will hear the flying heads make weird cackling sounds, zombies make alert I see you sounds, the nonchalant roaming around grunting and moaning zombie sounds the zombie who was shot by a shotgun sound, as well as the player being damaged by Firearms sounds.
I always wanted more sound diversity as well as greater sound frequency with my gcs games over the years.. some of which was possible with different guard sets utilizing Src.4th, but gext.4th really open that door. For example if everyone was dead you wouldn't hear any sound, and as you approach a room you hear that there's enemies in there even when they have not been alerted to your presents.
So much that doesn't work.. I truly enjoy what does
.. but really I'm going to need to get a retro machine to test this out before I call it done, so far I've identified jumping does not work, Rockets only travel horizontally when you aim up they barely travel higher than the normal shot, grenades travel about three feet in front of you and explode in the air immediately no bouncing like they do in old d o s editor, landmines do not work... and sadly wav files only play when I test level. After I make final that will only play MIDI, no wav files.. as well recently I learnt inventory objects can make VGA files appear on screen, but after thoroughly testing it, that does not function either. So it might truly be a hardware or driver issue... or perhaps a simple frame rate issue that's something like vsync could fix...? Yes I'm going to need to test this on a different type of machine before I call it done.. but shoot thank you mr. Kevin Stokes, I'm short of 40 years on Earth and still thoroughly entertained with the toy my parents purchased for me from you.