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PostPosted: Fri May 28, 2010 1:16 am 
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Parasaurolophus
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Location: facepunch mostly
We have a small section of the t-script reference that relates to AI, but no real cohesive dino AI reference. I thought it'd be a good idea for a thread at least on the subject.


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PostPosted: Fri May 28, 2010 4:23 pm 
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T-Rex Killer
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Hmmmm. Can you describe your idea of a "cohesive AI reference"? machf does list all the values there, IIRC..

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PostPosted: Fri May 28, 2010 6:50 pm 
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Parasaurolophus
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For example, raptor behavior. Or basic t-script.


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PostPosted: Sat May 29, 2010 2:30 am 
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Are you looking for examples of how to set certain behaviors? For example, to make a raptor timid or attack/back away?

There are various examples of how to code T-scripts on this forum, but the best resource are the released levels themselves. Concerning AI values, they're pretty much interchangeable between each creature (although some, like "TailSwipe", are tailored more to stegs than raptors).

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PostPosted: Sat May 29, 2010 7:08 pm 
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T-Rex Killer
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If what Slugger says is what you're looking for, then yes, the absolute best reference is the levels themselves, original and fan-made. Like if you want a protective mother who tries to rip you a new one if you hurt her baby, you look at the example of the stegos in "TC Ops Final". Having a memory of the levels is crucial.

Of course, new behaviors are developed from time to time. I used ActFeint and FeintTargetDistance in EastDock, which I don't think had been used before (?), to make the "friendly dinosaur" who hobbles around at the start. ActFeint only uses the Attack vocals and not the Bite vocals, and then the pissed-dilophosaur has a long-range bite target distance due to the spit, which was the only way to get a non-threatening dinosaur to make noises other than sniffing, for the "playful" chirps etc. that she makes in the movie.

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