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 Post subject: Brown Raptor Behavior
PostPosted: Tue Nov 01, 2016 11:17 am 
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Pteranodon
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Location: Bloomington, IN, USA
I'm sure some have noticed that the Brown raptors do not like to be touched.
If not though, I made a video of it:
https://www.youtube.com/watch?v=8QU5KjdS7Ec
If the Raptor's touched either by hand or by bumping it, it backs away and lets out a cry of fear.


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PostPosted: Tue Nov 01, 2016 6:26 pm 
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Yeah, i believe they are scripted to back away if attacked.

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"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."

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PostPosted: Tue Nov 01, 2016 8:59 pm 
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Pteranodon
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God I love those animations. Kinda wish we could get them into the final version. They're beautiful.


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PostPosted: Tue Nov 01, 2016 9:38 pm 
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I believe some of them can be activated with CE? As long as you edit the dinosaurs themselves in a level. I don't think they use any script that was removed in the source code.

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"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."

"The main laboratory and administrative buildings. This is where we made our work, where the real magic trick happen. When they are in need of height fixing, they'll come here." - Hammond


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PostPosted: Wed Nov 02, 2016 12:37 am 
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Pteranodon
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Nah. The Raptors when ported over to the retail behave like raptors in the retail. Contorting their bodies when they see the player to their side, tripping over everything, and not waggin their tails. The animations were completely redone in other words. CE's AI behaviors don't influence the animations, just the actions. Seems that at a certain point the animations were changed and they somehow got broke. oddly enough SI's Raptors don't do the body contortion thing nearly as bad when they notice you to the side so it may have something to do with the bones DWI made.


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PostPosted: Wed Nov 02, 2016 8:50 am 
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They dinosaur does not use animation in Trespasser though. And yes, the skeleton have changed a bit. But the ported dinosaurs does not use the same script as the early builds. Rebel didn't change them to it, but used some standard ones.

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"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."

"The main laboratory and administrative buildings. This is where we made our work, where the real magic trick happen. When they are in need of height fixing, they'll come here." - Hammond


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PostPosted: Wed Nov 02, 2016 8:49 pm 
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Pteranodon
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Ah that makes sense I guess. Is the tail wag still in the final?


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PostPosted: Wed Nov 02, 2016 9:08 pm 
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If it's not, it's in CE...

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Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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