Post by lgb3d on Sept 8, 2022 19:14:34 GMT -5
............
Recently I have been thoroughly exploring weapon scripting, and I have been making many discoveries, I do not want to release all this information until I have a better understanding of everything. When I am at that point I will make a tutorial specifically on that topic, as I have been updating the instructions for various text documents with all my new discoveries making it easier to share the knowledge when I do come to that point.
............
This is somewhat an Advanced topic I'm going to do my best to describe in words.
This is a fix for how the rocket launcher animation fldrock.txt works.. This will allow rockets to kill enemies and trigger 1 of the 4 death sequences, when the rocket passes through the Guard.. The rocket will continue on its path until it hits a solid wall "in windows".. or sometimes "rare" the random guard who stepped in to its path after launch a split second after the animation trigger "dos only".
you can employ this with any weapon you modify or make using the rocket projectile. we can get pretty creative with this trick..
These three photos might help demonstrate
Rocket passes through guard causing "goo death", notice rocket just hit wall
explosion
Enemy in background "cough death" Gib from explosion of rocket.
In version 1.3 for Windows the guards cannot be bumped into. This means if I fire a rocket it passes through the whole group..
youtube.com/shorts/P6B4jtKqSAk?feature=share
The only guards who will be injured by the blast are the ones standing within the blast radius next to a wall the rocket strikes "splash damage". In open areas that can be annoying waiting out an opportunity to use a rocket.
youtube.com/shorts/ogxI9zjp-vc?feature=share
I don't like that
In v 1.13 for dos.. the guards can be bumped into, but this means when a rocket comes in contact with one it as good as if hitting a wall that's where the blast occurs the majority of guards in a group die. Good god Melvin, take one for the team... as well if the guard is close to you you can be killed as well by splash damage.
......................................
So.. the reason you're reading this, I was frustrated with the relationships between guards and Rockets in version 1.3..
I have discovered how to make weapons trigger two separate death sequences, and it can be any of the four death sequences..
Imagine to yourself a high-powered gun like The BFG anyone in that immediate vicinity suffer some extreme death which is different than those who die in result of the explosion from the projectile...
as well I tested and made sure that the exact same code used in windows v 1.3 works in dos v 1.13
...........
windows test video..
youtube.com/shorts/wNcA36_P97k?feature=share
In this case I used the same death sequence for the pass through as was used for the explosion.
...........
dos test video...
youtu.be/qZPm8UFhu3Q
I did this very lazy only using existing graphics.. all the edits I made for this video were txt only.. I chose to make this video so other users can see I have already tested this in dos engine and it works.
If you watched the dos video, I'm going to decode what you seen as it might be confusing.
the only alteration to the guards themselves was that explosion triggering the cough function and ensuring that cough is no longer a KO but a permanent death.. aka my tutorial how to gib enemies.
To decode what you see graphically, there is the goo death when the rocket passes through them. And the cough death AKA Gib, in this case I used the graphic for naked nap.. when they are killed by the explosion..
I moved a few of the graphics handle numbers in Solid0.txt to make this video easy to understand.. the handle for naked nap is replacing all the gooed graphics that are typically triggered by goo.. as well used the final goo graphic handle number to replace all the graphics in the section for gassed "cough function" aka tear gas..
I'm maybe running dos box too fast.. but what you see is all guards in line and in range die as the rocket flies past "showing naked nap graphic", those who are killed when the explosion goes off show "goo graphic"..
in some circumstances when guards are walking, a guard who was out of range might walk in "the exact split second" between the actions.. and catch the rocket causing it to explode before reaching a wall.. "when in a group of actively moving guards"
the purpose of this video is to demonstrate how the rocket can cut through a group in a straight line, and that the attack results in two visual death depictions.
...............................
Imagine to yourself you have a large horde of enemies and you launch a rocket into them if it makes contact with any one of them chances are it's going to kill the majority of them..
But with this application as described, if there was a large horde of enemies coming the only ones who would die would be in straight line of the players cross-hair as a rocket pass through the group.
So we could imagine this using two separate death sequences one for a guy who has a rocket run through his body maybe he's still more or less intact he's just got a big hole in him, and enemies who died from an explosion and their bodies gib.
Or perhaps you are making a rail-gun, and everybody's going to suffer the same death, but you want to visibly see a projectile travel through the group. Then the weapon attribute as well as the explosion text need to reflect the same death sequence.
as well I have thought a large BFG type gun... Sends off a super large percussion, anyone near the player gets koed.. the only ones who die would be those in the blast radius of the explosion when it reaches point B.
long story short we can get creative with this, I could imagine infinite possibilities when applying this type trick to 3.8 as in that engine we can customize and utilize all sorts of projectiles... each weapon with its own, and unique projectile graphics...
.......................
The only hang up I have with this, is the ammunition counting system.. as described above in fldrock.txt the ( -1) as well as ( -9) both count as a shot so each time you pull the trigger you lose two rounds of ammunition although all you see is one.
So to employ this we have to be creative with our weapon and inventory design.
Instead of an ammunition that would be counted by each perhaps it should be something that is measured by percent such as a electric or plasma related burst.
If you put a handful of rockets on the ground the player can count them and recognize each time he pulls the trigger he only sees one but it cost him two..
So it might be best to distribute ammunition in a box with a quantity instead of individuals.. As well the VGA image that sits in the center of the screen representing the weapon type. It shares that bubble with the ammunition count. So it would be wise on that VGA graphic to position a "%" sign where it would directly be following the number representing the amount of ammunition.
Below I am going to share a bit of text that you can copy into weapons.txt, as well as a replacement for the FLDrock.txt that you can download.
if anybody's got questions feel free to ask, as I have much more information on this topic than what is in this tutorial
Recently I have been thoroughly exploring weapon scripting, and I have been making many discoveries, I do not want to release all this information until I have a better understanding of everything. When I am at that point I will make a tutorial specifically on that topic, as I have been updating the instructions for various text documents with all my new discoveries making it easier to share the knowledge when I do come to that point.
............
This is somewhat an Advanced topic I'm going to do my best to describe in words.
This is a fix for how the rocket launcher animation fldrock.txt works.. This will allow rockets to kill enemies and trigger 1 of the 4 death sequences, when the rocket passes through the Guard.. The rocket will continue on its path until it hits a solid wall "in windows".. or sometimes "rare" the random guard who stepped in to its path after launch a split second after the animation trigger "dos only".
you can employ this with any weapon you modify or make using the rocket projectile. we can get pretty creative with this trick..
These three photos might help demonstrate
Rocket passes through guard causing "goo death", notice rocket just hit wall
explosion
Enemy in background "cough death" Gib from explosion of rocket.
In version 1.3 for Windows the guards cannot be bumped into. This means if I fire a rocket it passes through the whole group..
youtube.com/shorts/P6B4jtKqSAk?feature=share
The only guards who will be injured by the blast are the ones standing within the blast radius next to a wall the rocket strikes "splash damage". In open areas that can be annoying waiting out an opportunity to use a rocket.
youtube.com/shorts/ogxI9zjp-vc?feature=share
I don't like that
In v 1.13 for dos.. the guards can be bumped into, but this means when a rocket comes in contact with one it as good as if hitting a wall that's where the blast occurs the majority of guards in a group die. Good god Melvin, take one for the team... as well if the guard is close to you you can be killed as well by splash damage.
......................................
So.. the reason you're reading this, I was frustrated with the relationships between guards and Rockets in version 1.3..
I have discovered how to make weapons trigger two separate death sequences, and it can be any of the four death sequences..
Imagine to yourself a high-powered gun like The BFG anyone in that immediate vicinity suffer some extreme death which is different than those who die in result of the explosion from the projectile...
as well I tested and made sure that the exact same code used in windows v 1.3 works in dos v 1.13
...........
windows test video..
youtube.com/shorts/wNcA36_P97k?feature=share
In this case I used the same death sequence for the pass through as was used for the explosion.
...........
dos test video...
youtu.be/qZPm8UFhu3Q
I did this very lazy only using existing graphics.. all the edits I made for this video were txt only.. I chose to make this video so other users can see I have already tested this in dos engine and it works.
If you watched the dos video, I'm going to decode what you seen as it might be confusing.
the only alteration to the guards themselves was that explosion triggering the cough function and ensuring that cough is no longer a KO but a permanent death.. aka my tutorial how to gib enemies.
To decode what you see graphically, there is the goo death when the rocket passes through them. And the cough death AKA Gib, in this case I used the graphic for naked nap.. when they are killed by the explosion..
I moved a few of the graphics handle numbers in Solid0.txt to make this video easy to understand.. the handle for naked nap is replacing all the gooed graphics that are typically triggered by goo.. as well used the final goo graphic handle number to replace all the graphics in the section for gassed "cough function" aka tear gas..
I'm maybe running dos box too fast.. but what you see is all guards in line and in range die as the rocket flies past "showing naked nap graphic", those who are killed when the explosion goes off show "goo graphic"..
in some circumstances when guards are walking, a guard who was out of range might walk in "the exact split second" between the actions.. and catch the rocket causing it to explode before reaching a wall.. "when in a group of actively moving guards"
the purpose of this video is to demonstrate how the rocket can cut through a group in a straight line, and that the attack results in two visual death depictions.
...............................
Imagine to yourself you have a large horde of enemies and you launch a rocket into them if it makes contact with any one of them chances are it's going to kill the majority of them..
But with this application as described, if there was a large horde of enemies coming the only ones who would die would be in straight line of the players cross-hair as a rocket pass through the group.
So we could imagine this using two separate death sequences one for a guy who has a rocket run through his body maybe he's still more or less intact he's just got a big hole in him, and enemies who died from an explosion and their bodies gib.
Or perhaps you are making a rail-gun, and everybody's going to suffer the same death, but you want to visibly see a projectile travel through the group. Then the weapon attribute as well as the explosion text need to reflect the same death sequence.
as well I have thought a large BFG type gun... Sends off a super large percussion, anyone near the player gets koed.. the only ones who die would be those in the blast radius of the explosion when it reaches point B.
long story short we can get creative with this, I could imagine infinite possibilities when applying this type trick to 3.8 as in that engine we can customize and utilize all sorts of projectiles... each weapon with its own, and unique projectile graphics...
.......................
The only hang up I have with this, is the ammunition counting system.. as described above in fldrock.txt the ( -1) as well as ( -9) both count as a shot so each time you pull the trigger you lose two rounds of ammunition although all you see is one.
So to employ this we have to be creative with our weapon and inventory design.
Instead of an ammunition that would be counted by each perhaps it should be something that is measured by percent such as a electric or plasma related burst.
If you put a handful of rockets on the ground the player can count them and recognize each time he pulls the trigger he only sees one but it cost him two..
So it might be best to distribute ammunition in a box with a quantity instead of individuals.. As well the VGA image that sits in the center of the screen representing the weapon type. It shares that bubble with the ammunition count. So it would be wise on that VGA graphic to position a "%" sign where it would directly be following the number representing the amount of ammunition.
Below I am going to share a bit of text that you can copy into weapons.txt, as well as a replacement for the FLDrock.txt that you can download.
if anybody's got questions feel free to ask, as I have much more information on this topic than what is in this tutorial