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PostPosted: Fri Oct 05, 2018 7:29 pm 
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I'm assuming someone fiddled with this, yes? I'd be interested to know what entries
were made to the dino's t-script and what if any CE Settings are required.


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PostPosted: Fri Oct 05, 2018 10:08 pm 
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Location: Canada, eh?
machf supposedly got this working most effectively. I have it working on some of my Raptors, but they only seem to do it when moving over objects...presumably this is what "JumpOver" is for...and they seem to constantly hop about when colliding with an object.

These are the values it has in its T-script which I'm going to assume have to do with it jumping:
Code:
float JumpDistance = 12.000000
float JumpUp = 7.000000
float JumpDown = 17.500000
float WalkOver = -0.450000
float JumpOver = 8.000000
float UpAngle = 45.000000
float DownAngle = 50.000000
bool ActJump = true
bool ActJumpBack = true
bool ActJumpBite = true

Though I'm not totally certain what does what exactly. This Raptor is also a bit bigger than usual Tres Raptors (Tribe B size, about) so you'll have to adjust the "WalkOver" and "JumpOver" values as well to their height. I haven't seen it do the "JumpBack" action, and "Jump Bite" is a very tiny little jump attack, and doesn't trigger that often, but it DOES definitely jump.

You also have to have this value set in Trespasser.ini:
Code:
[Game]
EnableAiActivityEx=-1

Which will enable all of the disabled AI actions. :)

Hopefully machf can elaborate more on this as I'm still not sure whether my Raptors are jumping as well as they could be.

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PostPosted: Sat Oct 06, 2018 6:11 am 
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I'm sure it still pales by comparison to the jumping behavior allowed by ATX. *sigh*

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PostPosted: Sat Oct 06, 2018 6:17 am 
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No, it doesn't.

Rebel, later I'll either PM or e-mail you what I have done... I'm about to fall asleep right now.

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PostPosted: Sat Oct 06, 2018 6:19 am 
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When you get CE raptors to jump high enough that their feet can knock guns out of your hand, let me know.

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PostPosted: Sat Oct 06, 2018 6:21 am 
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You want karateka raptors?

EDIT: added this nice picture

Attachment:
HongKongPhooeyRaptor.jpg
HongKongPhooeyRaptor.jpg [ 20.32 KiB | Viewed 109 times ]

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PostPosted: Sat Oct 06, 2018 6:22 am 
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In Jurassic Park raptors can jump extremely high, it's just a basic behavior for them.

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PostPosted: Sat Oct 06, 2018 6:25 am 
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They just don't jump that high if they don't need to - if you are standing above the ground level, they will. I guess if you change the t-script values they may try to jump higher...

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PostPosted: Sat Oct 06, 2018 7:52 am 
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I personally never liked the ATX jump. It always felt unnatural and they jumped way to high by default settings :P
Would be cool to get it working by scripting inside a level tho.

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PostPosted: Sat Oct 06, 2018 4:22 pm 
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tatu wrote:
I personally never liked the ATX jump. It always felt unnatural and they jumped way to high by default settings :P

Yes, I always disabled it. Made me think of dinosaurs with jetpacks attached to their backs for short bursts...

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PostPosted: Sat Oct 06, 2018 5:18 pm 
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Personally, I think ActFeint and ActCowl are the coolest dino activities, though hardly even used.


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PostPosted: Sun Oct 07, 2018 1:28 am 
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What's ActCowl look like?

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PostPosted: Sun Oct 07, 2018 1:49 am 
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Draconisaurus wrote:
What's ActCowl look like?

I think he means "ActCower", which causes a wounded dino to lower its head and back away.

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PostPosted: Sun Oct 07, 2018 4:51 pm 
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Wow don't think I've ever seen that.

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PostPosted: Sun Oct 07, 2018 5:42 pm 
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Draconisaurus wrote:
Wow don't think I've ever seen that.

I thought they did it in retail, but I could be mistaken. You should also check out ActStalk with the extra behaviours enabled, as I'm the dinosaurs also duck down and "sneak" forward when doing this as well. It's really cool.

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