Code: Select all
if Tangible = false
{
AI = false
}
else
{
if AI can be read from T-script
{
AI = read from T-cript
}
else
{
AI = true
}
}
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Code: Select all
if Tangible = false
{
AI = false
}
else
{
if AI can be read from T-script
{
AI = read from T-cript
}
else
{
AI = true
}
}
Yeah that *could* be an issue (there could be some sort of hardcoded "node" limit in the AI system, in which case it would be, or it could simply be a performance consideration, in which case it wouldn't, or it could be an AI pathfinding issue with lots of small objects or something, in which case it would; I'm just guessing), but I remember playing in the lab and the AI never exploded so it's hard to tell... Anyway it was always a "blanket" hack that removed everything including even beneficial AI=true boxes, so it's not surprising.Draconisaurus wrote:Some places have objects with bool AI = false, so that dinos are not interpreting so MANY things and thus have an easier time of making choices (mainly noticed this in the Lab - I think they must have tried putting raptors in at some point and then gave up)..
Well, I dunno about that. Could be wrong, but I could swear I've hidden from dinos behind intangible things before (though, I'd need to check again). Also look at the t-script ref:machf wrote:Don't know about visibility, but it's obvious that if an object has Tangible = false, it would also have AI = false (sort of the AI value depending on the Tangible value unless manualy specified otherwise).
[...]
Something similar would also happen with Moveable (an object can't be Moveable if it isn't Tangible in the first place).
Looks like there are two related values, MoveableMass and AIMass. MoveableMass tells dinos what's the limit of "mass" they can try to push or simply ignore when pathfinding, AIMass is the "mass" they perceive for an object. Both are in the range 0.0-1.0, so maybe the default is 0.5 when not specified...?Rebel wrote:I think objects with smaller masses (movable objects) are ignored by the AI as no doubt everyone has noticed Raptors in particular attempt to either push past or through crates and barrels. I've used float AIMass before, but I'm beginning to think that I've been using it incorrectly. More likely, it belongs (where I've seen it) inside a dino's scripting to calculate whether a particular dinosaur can push its way past the object lying in its path (determined by its mass) or needs to go around it.
That really doesn't mean anything. If you look at Andres' original t-script reference,it doesn't indicate a default value:Draconisaurus wrote:Hmmmm..
Well, I dunno about that. Could be wrong, but I could swear I've hidden from dinos behind intangible things before (though, I'd need to check again). Also look at the t-script ref:machf wrote:Don't know about visibility, but it's obvious that if an object has Tangible = false, it would also have AI = false (sort of the AI value depending on the Tangible value unless manualy specified otherwise).
[...]
Something similar would also happen with Moveable (an object can't be Moveable if it isn't Tangible in the first place).
http://www.trescom.org/docs/tscript.html#CInstance
Says AI is set to true by default. Tangible also happens to be set to false by default, so...
Code: Select all
bool AI If true and a dino has ActGetOut=true, the dino won't go into this bounding volume. I think the default value of AI is true if object is Visible, and false if it has Visible=false.
GUIApp is quite stable infact. I used it alot. It depend on witch exe you useing.Nick3069 wrote:GUIApp is still very inconvenient, you have to change to 16-bit mode and is not very stable compared to TresEd.
No tatu,that's just dumb luck you've gotten so far. All the .exe versions crash at some point or other, there's virtually no error catching >.>tatu wrote:GUIApp is quite stable infact. I used it alot. It depend on witch exe you useing.Nick3069 wrote:GUIApp is still very inconvenient, you have to change to 16-bit mode and is not very stable compared to TresEd.
Damn. Someone did figure out how to rotate on the Z axis. Maybe something to do with holding shift, or something? In fact I knew it at some point, but have forgotten..tatu wrote:Does anyone know how to rotate objects in GUIApp?
I also have vista and I think the beta crashed maybe only once for me. Dunno about GUIApp yet, cause I don't know how to use it! Tutorials please..Draconisaurus wrote:I hear a wide range of stability reports on GUIApp. Some claim that all the EXEs are quite stable on their computer. The same applies to the Beta - I can't run it for more than 5-10 mins, and sometimes I can't run it at all, without it crashing. And yet some people, like Sam, rarely if ever had it crash on them. Older systems seem to handle it better, I've noticed, but Sam is running Vista so idk Don't be too eager to make assumptions about the stability of an app on another computer.