How to gib enemies with grenade.. dos/windows
Jun 5, 2022 3:29:38 GMT -5
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Post by lgb3d on Jun 5, 2022 3:29:38 GMT -5
Have You Ever Wanted multiple death scenes for enemies based upon the weapon used... For many of us that makes the game more interesting..
Perhaps the ability to Gib enemies with a grenade or explosion....
www.dropbox.com/s/1tkqm2qzbf8pks9/20220605_020045_001.mp4?dl=0
The engine comes equipped with the capability to have 4 different sets of graphics to demonstrate the demise of an enemy character.
1 knockout
2 shot with gun
3 goo gun
4 tear gas
A knockout is typically triggered with kicking.. but as well gas grenades triggered the exact same animation frames.. although the gas grenades a little different.. a invisible radius based upon the detonation location will cause enemies who wander in to it to be knocked out..
Shot by a gun, enemies have a few different frames to demonstrate a bloody death, and they do not come back to life.
Goo gun.. another set of graphics that have a definite end the enemy.. you can get creative with this or any of the four selections
Tear gas... a few more unique frames that demonstrate the enemy coughing in a loop, that begins when the enemy enters the radius of the blast.
The first three are simplistic modifications by altering the enemy vgr graphics with gcs paint.. although you could get further creative with guardscr.4th in your unique guard dir.. to apply different influences to each of the four of these outcomes,.. As well add extra frames in the animation of any of these.. by giving a new handle number to each additional graphic you create in gardef.txt.. then adding that image handle to solido.txt, when doing so the important thing is to keep track of the frame number the last number on each line update frame numbers accordingly after adding...
* Important* (if you add a couple new frames to solido.txt, subtract a few.. adding one frame it will appear everything works until you find a graphical glitch with a function you have not tested. I've discovered if I add a frame I need to subtract one somewhere else, I think the rule is to keep 32 frames. I cut "naked nap" and "hit guy" as thry are not used..)
then in guardscr.4th Ensure that the events "start" and "end" are coordinated with the new frame numbers...
But what I really want to talk about is modifying tear gas (and engaging the ability to place it with the gui)..
This First Step makes it easy to place tear gas in lieu of gas grenades, with the click of a mouse.
In "$rp9a" directory open your desired weapon directory. Open weapdef.txt, scrole to the botom.. the weapon fluid files are at the bottom.
Find 3608 fldexpt.txt & 3609 fldexpg.txt.. all that you are going to change as the four digit numbers. fldexpt.txt is the tear gas, you can mot place this with the mouse.. fldexpg.txt is gas grenaide, you can place this with the mouse.. swap the 4 digets.. now fldexpt.txt is 3609.. fldexpg is 08..
Now in the GUI when you select gas grenade it is going to place tear gas grenades... Now with the click of a mouse you are able to utilize the fourth set of death graphics for your guards..
Mission accomplished
..................
Next if you so desire to create a grenade that gibs the enemies..
First we need to modify the gas radius. Otherwise after the grenade has exploded, any guard who walks into that radius is going to self-destruct and Gib.
Open fldexpt.txt we want to modify this.
The top reads tear gas, this is the animation, each line is a frame.. the "-1" line is the end of the animation.
Beneath this there is another animation which will not function because it is posted as a comment, setting their as an example, this one is labeled grenade explosion.
On tear gas erase frame 6 through 12. All frames that have the handle # 2000, 2000 is an invisible frame with no graphic. Leave the "-1 line"...
(now once the grenade has detonated it is going to continue looping the graphic and the blast...
If we altered the graphics for the visable handle numbers, or utilized other graphics handle numbers... to the image of flames generating the animation of a burning fire, this could make a sweet fire bomb scenario. I will come back to that later.)
To complete that Gibb grenade... it needs to blast one time disappear and no longer have a blast radius affecting guards who were not present when it detonated.
To do so we are going to copy the last line from grenade explosion starting with "2 2000" and ending with "3" and place it as frame 6 on tear gas.. make sure not to coppy ";" that will foul us up..
Make sure the "-1" line and all of its zeros are still in place..
Mission complete you got a one time use grenade which is print to detonate kill and disappear no longer affecting anyone or anything else in the game...
..........
Now that the weapon is functioning correctly, we move on to the guard.
Open your unique guards directory and open guardsrc.4th with notepad.
Find function "caugh.flags"... the first number should be 5..
Replace 5 with a "0" = dead not coming back.. dead gone... and if you created your gib graphics saved them as gassed 1 and 2.. we are done..
I used three frames for my gib, so I needed to create a new graphic (as gassed only has 2 existing frames) put a new handle to identify the graphic in gardef.txt add handle # to solifo.txt in the segment that refers to coughing tear gas victum... and adjust guardsrc.4th to account for the modified frame numbers in solido.txt.. sounds epic but it's not especially when you're dealing with one or two additional graphics.
...
Okay so I told you we would talk about that fire bomb later... Here's that.
Fldexpt.txt.. we had deleted frame 6 to frame 12, leaving the last line "-1".. when we throw the grenade it just keeps looping the animation from the detonation.
We got crafty and created a few Graphics of Fire, utilizing the existing name and handles or creating new handle numbers then putting them in weapdef.txt and applying those to the fldexpt teargas segment...
So we throw a grenade after a detonates we see a fire animation any enemy who gets close to it, is going to be effected by it. That animation is not going away, it is going to continue looping and sending off its blast which will initiate the guards function "cough.start"
In this example since we are dealing with fire, the guard graphics for gassed 1&2&* vgr now should be his body burnt.. maybe a couple flames of fire and some smoke on his body as he collapses...
Hope you enjoy
Perhaps the ability to Gib enemies with a grenade or explosion....
www.dropbox.com/s/1tkqm2qzbf8pks9/20220605_020045_001.mp4?dl=0
The engine comes equipped with the capability to have 4 different sets of graphics to demonstrate the demise of an enemy character.
1 knockout
2 shot with gun
3 goo gun
4 tear gas
A knockout is typically triggered with kicking.. but as well gas grenades triggered the exact same animation frames.. although the gas grenades a little different.. a invisible radius based upon the detonation location will cause enemies who wander in to it to be knocked out..
Shot by a gun, enemies have a few different frames to demonstrate a bloody death, and they do not come back to life.
Goo gun.. another set of graphics that have a definite end the enemy.. you can get creative with this or any of the four selections
Tear gas... a few more unique frames that demonstrate the enemy coughing in a loop, that begins when the enemy enters the radius of the blast.
The first three are simplistic modifications by altering the enemy vgr graphics with gcs paint.. although you could get further creative with guardscr.4th in your unique guard dir.. to apply different influences to each of the four of these outcomes,.. As well add extra frames in the animation of any of these.. by giving a new handle number to each additional graphic you create in gardef.txt.. then adding that image handle to solido.txt, when doing so the important thing is to keep track of the frame number the last number on each line update frame numbers accordingly after adding...
* Important* (if you add a couple new frames to solido.txt, subtract a few.. adding one frame it will appear everything works until you find a graphical glitch with a function you have not tested. I've discovered if I add a frame I need to subtract one somewhere else, I think the rule is to keep 32 frames. I cut "naked nap" and "hit guy" as thry are not used..)
then in guardscr.4th Ensure that the events "start" and "end" are coordinated with the new frame numbers...
But what I really want to talk about is modifying tear gas (and engaging the ability to place it with the gui)..
This First Step makes it easy to place tear gas in lieu of gas grenades, with the click of a mouse.
In "$rp9a" directory open your desired weapon directory. Open weapdef.txt, scrole to the botom.. the weapon fluid files are at the bottom.
Find 3608 fldexpt.txt & 3609 fldexpg.txt.. all that you are going to change as the four digit numbers. fldexpt.txt is the tear gas, you can mot place this with the mouse.. fldexpg.txt is gas grenaide, you can place this with the mouse.. swap the 4 digets.. now fldexpt.txt is 3609.. fldexpg is 08..
Now in the GUI when you select gas grenade it is going to place tear gas grenades... Now with the click of a mouse you are able to utilize the fourth set of death graphics for your guards..
Mission accomplished
..................
Next if you so desire to create a grenade that gibs the enemies..
First we need to modify the gas radius. Otherwise after the grenade has exploded, any guard who walks into that radius is going to self-destruct and Gib.
Open fldexpt.txt we want to modify this.
The top reads tear gas, this is the animation, each line is a frame.. the "-1" line is the end of the animation.
Beneath this there is another animation which will not function because it is posted as a comment, setting their as an example, this one is labeled grenade explosion.
On tear gas erase frame 6 through 12. All frames that have the handle # 2000, 2000 is an invisible frame with no graphic. Leave the "-1 line"...
(now once the grenade has detonated it is going to continue looping the graphic and the blast...
If we altered the graphics for the visable handle numbers, or utilized other graphics handle numbers... to the image of flames generating the animation of a burning fire, this could make a sweet fire bomb scenario. I will come back to that later.)
To complete that Gibb grenade... it needs to blast one time disappear and no longer have a blast radius affecting guards who were not present when it detonated.
To do so we are going to copy the last line from grenade explosion starting with "2 2000" and ending with "3" and place it as frame 6 on tear gas.. make sure not to coppy ";" that will foul us up..
Make sure the "-1" line and all of its zeros are still in place..
Mission complete you got a one time use grenade which is print to detonate kill and disappear no longer affecting anyone or anything else in the game...
..........
Now that the weapon is functioning correctly, we move on to the guard.
Open your unique guards directory and open guardsrc.4th with notepad.
Find function "caugh.flags"... the first number should be 5..
Replace 5 with a "0" = dead not coming back.. dead gone... and if you created your gib graphics saved them as gassed 1 and 2.. we are done..
I used three frames for my gib, so I needed to create a new graphic (as gassed only has 2 existing frames) put a new handle to identify the graphic in gardef.txt add handle # to solifo.txt in the segment that refers to coughing tear gas victum... and adjust guardsrc.4th to account for the modified frame numbers in solido.txt.. sounds epic but it's not especially when you're dealing with one or two additional graphics.
...
Okay so I told you we would talk about that fire bomb later... Here's that.
Fldexpt.txt.. we had deleted frame 6 to frame 12, leaving the last line "-1".. when we throw the grenade it just keeps looping the animation from the detonation.
We got crafty and created a few Graphics of Fire, utilizing the existing name and handles or creating new handle numbers then putting them in weapdef.txt and applying those to the fldexpt teargas segment...
So we throw a grenade after a detonates we see a fire animation any enemy who gets close to it, is going to be effected by it. That animation is not going away, it is going to continue looping and sending off its blast which will initiate the guards function "cough.start"
In this example since we are dealing with fire, the guard graphics for gassed 1&2&* vgr now should be his body burnt.. maybe a couple flames of fire and some smoke on his body as he collapses...
Hope you enjoy