It's coming along
youtube.com/shorts/oP5x1OYRo04?feature=share... I'm experiencing a few irritating hiccups.
First.. I cannot edit the "***fat.vga" file without creating a weird scenario where when you pick up or switch to the weapon the gameplay screen will Flash a few times
Second.. I discovered with the Dos GCS whenever I edit modify or make a new WAV file, it will not work in gameplay.
I'm sure me or someone else will figure out these two minor Details as neither caused the game to crash or any serious problem but it's like missing a single heartbeat..
Weapon graphic demonstrates burst
A fraction of a second later a separate graphic starts traveling like an optical illusion forward
Within that Split Second the weapon is gone in the video you will recognize how quick this happens it really appears that flame is traveling out away from the gun
A split second later the guard ignites
Another part in that video that The Casual viewer would miss.. my ammunition gets down to the number two, and I fire a burst out away from anyone, notice the flame doesn't travel very far. Like a gas can getting low not much pressure to throw that flame.
At any and every opportunity I put a branch for no ammo. So no matter where it is in the animation the animation will halt when there is no animation and jump back to the frame of the player pulling the trigger and the blue flash of an igniter.. but no flames.
Another thing I've been experimenting with is the -6 and -7 triggers.. I'm yet to come to a conclusion..
I find if I have my animation set up a specific way that -6 forces me to double tap.. before animation will advance..
But -7 is single action..
I do have a few Graphics of a small flame dancing at the tip of the gun.
So I want to try to get it where the player has to ignite the gun and the flame will sit there dancing waiting for him to hit the trigger again at which time it will deal damage to the enemies..
But so far experimenting with this that falls in conflict of the branch when no ammo.
I have a theory in concept of a weapon with dual triggers, although there's only one fire key, if I grind on it hard enough I might be able to figure out how to make this work. If I can figure it out it might result in the ability to have a weapon that can shoot like a gun or launch a grenade. Just a thought but this flamethrower is definitely the first experiment in these type commands ..
.......
This could be it but I'm not satisfied, as this was inspired by something I seen in terminal terror..
The fire extinguisher and the fire extinguisher alone is the only thing that could stop the fire animation.
Looking at the FLD file for the fire extinguisher the first two frames are really interesting, the delay time as well as it wanting to skip to frame 3 when skipping to frame 2 is where it needs to and does land.
Something I've learned messing with these FLD files, when Pie in the Sky demonstrates what should be an illegal delay time we need to pay attention they're showing us a trick.
Suggest a minor hypothesis. The fire animation in that game was not Branch when shot, it was waiting for the player to be close and then waiting for a universal register..
So in the fire extinguisher that odd illegal delay time is 515...?
A magic number with the GCS is perpetually 256, and oddly enough all we get is 256 Universal registers..
so the 515 followed by a 3... ummm I can't make any sense of it, as I'm a bald man I'm going to wind up losing my whole beard until I figure out what exact Universal register that combination of numbers is triggering and why a number three skips to frame to when the delay of 515 is found in zero, as all of these skip to always excludes the frame it's on Counting from one not from zero.
Sorry thanks to myself I'm not figuring this out in reverse without something to compare it to if I had the original FLD file for that fire I would be able to decode what's going on here
The version of Dos gcs i downloaded somebody did us a favor back in 2013.. came with various libraries, one that appears to be from terminal terror
and another one that suggested is the animations and it has quite a few of the FLD animation files..
Fire1.fld jumped out at me.. but when I go to explore it all it says is Branch if the players close and damage the player, there's nothing that stops the fire removes the fire no Universal registers nothing.. so I don't see any way that that specific FLD relates to ever having experience with the firework extinguisher weapon..
.......
If I can decode and figure out how the fire extinguisher worked in that game to extinguish a fire..
Then we would be able to use that in Reverse to control the outcome of animated objects..
If you use Branch when shot with an animation it doesn't matter if you kick it shoot it or blow it up with an explosion it goes to the same place a shot is a shot..
But what if the weapon FLD file could Implement a universal register value.
Then if I have an animation of a cardboard box,
I kick it it gets a dent
I shoot it bullet holes appear
I goo it it becomes a puddle of goo..
I hit it with an explosion little pieces of cardboard left on the ground.
But if I use a flamethrower it would catch on fire..
I couldn't catch it on fire kicking it now could I?
Thanks for bearing with me on this I thought I had something but it's definitely going to take a little more research before I'm there. I definitely think this is a worthwhile experiment. As well it would be a quick experiment if I had the original FLD file from that game ugh...
Sweet lady GCS shrouded in mystery