Bool Act??? & Update T-script Reference

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chronzerg
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Bool Act??? & Update T-script Reference

Post by chronzerg »

I wrote this thread for two reason. Could alot of the member possibly post as many "Bool Act???" as they know. You know, the ones found in the dinosaurs t-script. Most of them are pretty straight forward in what they do, but maybe you could explain some of them too.

I also would like to say, maybe we should do an update on the t-script references we have, will all the information I hope will acumulate here.
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Post by Nem »

Yeah, good idea.
I'm currently importing dinos and tweaking their AI, in my level, but some of these values don't seem to have as much of an impact that they actually make a difference on the dinos behaviour...

bool ActMoveBy - Dunno

bool ActPursue - I think that when this is set to true the dino will follow the player ignoring any Anchors or nearby dinos.

bool ActBite - Pretty straight forward

bool ActEat - Determines if the Dino eats a fresh kill or not.

bool ActDrink - Dino drinks if there is any object it the right T-script...

bool ActLookAround - Doesn't seem to do anything, whatever I set it to false or true.

bool ActNothing - Same as ActLookAround?

bool ActOuch - Dunno

bool ActSnarl - Relates to wheter the dino makes a snarling sound or not.

bool ActCroon - Dunno

bool Shadow - Pretty straight forward...

bool ActDie - Haven't tested this yet. Dino doesn't die when false?

bool ActWander - I try to set this to false when certain dinos seem to do everything but attack Anne, but i've got mixed results...

bool ActFlee - ...

bool ActGetOut - Same as ActFlee?

---

These is what i know of...
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Post by Slugger »

Chron, I have exactly what you are looking for. :wink:

Here's everything I have. This is all I could find while looking through nearly every retail dino's config, TC_Isle's stuff, and searching through the EXE itself.

bool ActCockHead = true
bool ActStalk = true
bool ActMoveToward =
bool ActPain = true
bool ActApproach = true
bool ActRearBack = true
bool ActGlare = true
bool ActBackAway = true
bool ActNothing = true
bool ActLookAround = true
bool ActMoveBy = true
bool ActGetOut = true -> This is used to "get out" of any physics AI box; this is effectively what prevented dinos from entering buildings, as each building has an AI box.
bool ActFlee = true -> Flee from the player if pain/fear is too high
bool ActWander = true
bool ActDie = true
bool ActBite = true
bool ActDying = true
bool ActDrink = true
bool ActEat = true
bool ActOuch = true
bool ActPursue = true
bool TerrainPathFinding = true
bool ActHowl = true
bool ActSnarl = true
bool ActCroon = true
bool ActSniff = true
bool ActCower = true
bool ActDash = true
bool ActJumpBack = true
bool ActCircle = true
bool ActDontTouch = true
bool ActMoveAway = true
bool ActJump = true
bool ActSniffTarget = true
bool ActTaste = true -> :D
bool ActLookAt = true
bool ActHelp = true -> ???
bool ActTailSwipe = true
bool ActShoulderCharge = true
bool ActRam = true
bool ActFeint = true
bool ActJumpBite = true

float Hunger = 0.500000
float DamageHunger = 10.000000
float Anger = 0.000000
float DamageAnger = 10.000000
float Bravery = 0.500000
float DamageBravery = 0.0000000
float Curiosity = 0.500000
float DamageCruiosity = 0.000000
float Fear = 0.000000
float DamageFear = 10.000000
float Pain = 0.500000
float DamagePain = 0.00000
float Solidity = 0.0000
float DamageSolidity = 0.000
float Thirst = 0.0000
float DamageThirst = 0.0000
float Fatigue = 0.0000
float DamageFatigue = 0.0000
float Hunger = 0.0000
float DamageHunger = 0.0000
float Love = 0.0000
floatDamageLove = 0.0000

float Speed = 0.550000


---I've created a page in the Wiki with this information plus a little more stuff. If any new ones are discovered, just update the Wiki page, and alert us to your discovery here. :) http://trescom.3dactionplanet.gamespy.c ... r_Act_List
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Post by chronzerg »

Thanks guys. This will help my lev alot, and im sure will help others too.
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Post by Mickey »

anyone for the Trescom Ops, Slugger,Mike... would it be possible to post them action is the FAQ Database it would help new people alot :)
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Post by Draconisaurus »

Hey Slug that's some Action list! :o I already had an extensive one
I made myself, out of all retail dinos and TC dinos, but this beats it
all... Very well done. 8)

Scripts I have questions about:
bool ActBackAway = true
bool ActPain = true
bool ActShoulderCharge = true
bool ActTaste = true
bool ActHelp = true
bool ActJumpBite = true
bool ActDontTouch = true
bool ActSniff = true (I am aware of "ActSniffTarget", not this)

I assume these were all discovered while perusing the EXE?? And
yeah I'm not sure about ActSniff. However things like ActShoulder-
Charge intrigue me.. I wonder if it actually does anything. You're
sure ActPain is a legit value? I always thought it would be ActOuch..
and.. TASTE?!?!! WTF. Lol. What does the dino walk up to you and
pardon him/herself while they have a go at your flesh before
deciding? :lol:


Oh and Nem, just fyi, ActWander is an essential action, it determines
whether your dinos stand there and act stupid until something
happens or wander about your map looking for things to do.
For example, the dilos in my swamp all have ActWander = true,
however none of the raptors in Raptor Valley have this value, as
they are designed to show up and attack the player immediately.
As for ActPursue, I don't think it will override any anchors or AI
boxes, but it will give the dino an additional impulse to follow you if
you attempt to run from the battle. I like giving Rexes this value. ;)
Be sure to give them ActStalk as well to ensure they make use of
their "Stalking" vocals. Also ActLookAround, I am pretty sure will in
fact cause the dinosaur to look around, I whitness it all the time.
Otherwise they may just kinda stand there. It may actually help the
dino to notice where the player is, I think the AI system keeps track
of what the dino is seeing (distance and direction). ActNothing
basically "fills in the gaps" in AI behavior, but sometimes I take it
out if I want the dino to be very active. Like generaly my dilos are
not that active, but still quite deadly. Again I took it out of the raps
in RV.

You know in addition to Act listings we should include a description
of observed behaviors with each one... :yes:


PS: ActWander is most noticeable in Fly mode ;)
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Post by Nem »

Draconisaurus wrote: ...
Oh and Nem, just fyi, ActWander is an essential action, it determines
whether your dinos stand there and act stupid until something
happens or wander about your map looking for things to do.
For example, the dilos in my swamp all have ActWander = true,
however none of the raptors in Raptor Valley have this value, as
they are designed to show up and attack the player immediately.
As for ActPursue, I don't think it will override any anchors or AI
boxes, but it will give the dino an additional impulse to follow you if
you attempt to run from the battle. I like giving Rexes this value. ;)
Be sure to give them ActStalk as well to ensure they make use of
their "Stalking" vocals. Also ActLookAround, I am pretty sure will in
fact cause the dinosaur to look around, I whitness it all the time.
Otherwise they may just kinda stand there. It may actually help the
dino to notice where the player is, I think the AI system keeps track
of what the dino is seeing (distance and direction). ActNothing
basically "fills in the gaps" in AI behavior, but sometimes I take it
out if I want the dino to be very active. Like generaly my dilos are
not that active, but still quite deadly. Again I took it out of the raps
in RV.
...
Ah, I see. Thanks, that's valuable information.
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Post by chronzerg »

What about:

bool ActJump
bool ActBiteJump

What are those for. I do wonder. :?:
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Post by Slugger »

If you have ActWander, make sure you include ActTerrainPathFinding as well; not only does this let the dinosaur wonder, but it also helps it find the best route.

@chronzerg -- there is also "ActJumpBack," and several float values relating to jump (float JumpDistance, JumpUp, JumpDown). I don't think they actually do anything, just remanats from the dinosaur jumping code that was probably removed.

@Mickey -- it's on the Wiki, but I'll add it to the FAQ database if that helps. :yes:
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Post by Draconisaurus »

Slug you didn't answer my q's? I don't think ActSniff is a recognized
value. Also there is no such thing as ActTerrainPathFinding (you didn't
list it before anyway), TerrainPathFinding for all AIs (including Anne,
actually) is set to true by default (you must change it to false to de-
activate it). The alpha T-Rex has the value bool TerrainPathFinding =
false, somehow they must have decided it worked better for the pyra-
mid mountain location. Maybe the rex's movements are less restricted
with this, posing more of threat. Oh yeah and Anne's value for this is
changed to false as well. Who knows what might happen if you set it
to true/removed it...


Oh and agreed, the Jump actions have all certainly been deactivated. :?
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Post by Slugger »

Draconisaurus wrote:Slug you didn't answer my q's?
"That was quicker than the other ones."

Sorry about that; I had just got back from D.C. after a 5 hour car trip and my eyes glazed over your extra long post.

"I don't think ActSniff is a recognized value. Also there is no such thing as ActTerrainPathFinding...TerrainPathFinding for all AIs is set to true by default. The alpha T-Rex has the value bool TerrainPathFinding = false"

You contradicted yourself about Anne's TerrainPathFinding value.

Actually, I just looked through 3 levels (demo, IJ, IT) and none of the dinosaurs actually contain any TerrainPathFinding values. If it's omitted, Tres doesn't bother with it.

"Scripts I have questions about: "
bool ActBackAway -> the dino will turn away if it sustains too much damage/fear

bool ActPain = true -> typo *

bool ActShoulderCharge -> ?

bool ActTaste = true -> "What is a little nibble on the behind between friends?"

bool ActHelp = true -> ??

bool ActDontTouch = true -> the dino will not touch the player; use it with ActCirlce

** Guess I should've check first which version I posted; ActPain should be ActOuch, and I should have removed ActSniff (ActSniffTarget is there). I had two versions (the second one with those changes and a little more), and I posted the wrong one.

A couple more things:
float FeintTargetDistance = 0.0000 (I assume it deals with ActFeint, the same as BiteTargetDistance deals with ActBite)
float ClawReach = 0.0000 (see HeadReach, TailReach)

And some interesting ActTest names:
ActTestHeadPosition
ActTestWagTail
ActTestHeadOrient
ActTestHeadCock
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Post by machf »

Slugger wrote: A couple more things:
float FeintTargetDistance = 0.0000 (I assume it deals with ActFeint, the same as BiteTargetDistance deals with ActBite)
float ClawReach = 0.0000 (see HeadReach, TailReach)
I'm guessing here that ActFeint may have been intended to make a dinosaur use its claws... but does it actually work? Does it work only with a particular species?
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Post by chronzerg »

Dude, ActCircle and ActTaste are amazing. Uses those two, a pack of Raptor will circle around you sorounding you. Then, they take little nips at the air, and eventually pounce on you. Trespasser's AI can be pretty cool.
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Post by Mickey »

chronzerg wrote:Dude, ActCircle and ActTaste are amazing. Uses those two, a pack of Raptor will circle around you sorounding you. Then, they take little nips at the air, and eventually pounce on you. Trespasser's AI can be pretty cool.
Ye true the AI in trespasser is pretty cool but like one on the team members said the dino can only have a certain amount of actions or it will enter a faze were it just can't choose what action to do...
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Post by Slugger »

Mickey wrote:
chronzerg wrote:Dude, ActCircle and ActTaste are amazing. Uses those two, a pack of Raptor will circle around you sorounding you. Then, they take little nips at the air, and eventually pounce on you. Trespasser's AI can be pretty cool.
Ye true the AI in trespasser is pretty cool but like one on the team members said the dino can only have a certain amount of actions or it will enter a faze were it just can't choose what action to do...
Yes, the AI system is extremely cool when it works. :mrgreen: Too bad many of these values weren't used in the retail.

Remember I stated that specified Acts seem to fit a unique dino species? I think part of the problem lies with conflicting Act values: including an Act geared towards a steg in a raptor. This causes an indesiviness, because the raptor doesn't know how to respend to a steg-Act.
machf wrote:I'm guessing here that ActFeint may have been intended to make a dinosaur use its claws... but does it actually work? Does it work only with a particular species?
Your guess is as good as mine with the claws machf. ActFient is valid and does work; the raptor will charge the player, only to back away at the last second. It's intimidating you to leave, like a dog sometimes does. Check out the raptor in TC_Isle that is guarding the nest (loc 357.834, 279.281, 16.937) for an example of how ActFient works.
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