Ascent Glitches

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Chupacabra
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Re: Ascent Glitches

Post by Chupacabra »

Yeah, I try to avoid touching the terrain unless its a custom level. Last thing I want is to irrepairably destroy a level because I messed with the terrain. This seems easy though (jinxed...)
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Re: Ascent Glitches

Post by Draconisaurus »

Haha, actually editing retail terrain is one of the safest things you can do, with the exception of that occlusion business you mentioned (but that's easy to take care of). I always recommend people to use modded retail terrain for their new levels, since TresEd doesn't quite make new terrain correctly..
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Re: Ascent Glitches

Post by Chupacabra »

That's good to know, it also explains a lot since all my previous terrain experience was with custom levels and it more often than not ended with crashes. I figured that the retail levels would be more sensitive, especially in that department.

EDIT: The quad splitting went fine, thanks for that little tip. I was told also that you're the guy to talk to about this other problem I'm having with the Dinosaurs. I haven't touched any of their T-Scripts, yet no matter what team they're on, they refuse to fight each other, observe:

http://www.youtube.com/watch?v=_WU4FYQBCDY
http://www.youtube.com/watch?v=6mz9yZAPRgY

Here are their T-Scripts:

Raptor B (Stego)

ValueTable for instance 1002 "RaptorB006-00" :

group RaptorB006-00 = {
string Physics = "RaptorB"
string Mesh = "RaptorB"
int Archetype = 0
int Team = 15
bool ActMoveBy = true
bool ActGlare = true
bool ActBite = true
bool ActEat = true
bool ActDrink = true
bool ActLookAround = true
bool ActNothing = true
float Width = 0.750000
float HeadReach = 2.620000
float TailReach = 3.700000
float JumpDistance = 2.000000
float JumpUp = 1.000000
float JumpDown = 3.000000
float WalkUnder = 1.000000
float WalkOver = -1.000000
float JumpOver = 0.750000
float CrouchUnder = 1.000000
float MoveableMass = 0.530000
float HitPoints = 75.000000
float ReallyDie = -30.000000
float Regeneration = 1.000000
float CriticalHit = 35.000000
string Class = "CAnimal"
int PVA = -2
int NumJoints = 21
int NumDoubleJoints = 6
bool Curved = true
string Type = "Raptor"
string Head = "$RaptorBHead-00"
string Body = "$RaptorBBody-00"
string Tail = "$RaptorBTail-00"
float Diffuse = 0.900000
float Specular = 1.250000
float SpecularAngle = 16.000000
string SoundMaterial = "RAPTOR-FOOT"
float BiteTargetDistance = 1.250000
bool ActOuch = true
bool ActSnarl = true
bool ActCroon = true
bool ActDie = true
float Anger = 0.500000
float Bravery = 0.500000
float Hunger = 0.500000
bool ActWander = true
bool ActFlee = true
bool ActApproach = true
bool ActGetOut = true
bool ActRearBack = true
float Hunger = 1.000000
float Anger = 1.000000
bool StayNear = true
string StayNearTarget = "Steg02-00"
float StayNearMax = 30.000000
float StayNearOK = 10.000000
float WakeUp = 75.000000
}

Raptor B (Tribal Fight)

ValueTable for instance 1042 "RaptorB003-00" :

group RaptorB003-00 = {
string Physics = "RaptorB"
string Mesh = "RaptorB"
int Archetype = 0
int Team = 15
bool ActMoveBy = true
bool ActGlare = true
bool ActBite = true
bool ActEat = true
bool ActDrink = true
bool ActLookAround = true
bool ActNothing = true
float Width = 0.750000
float HeadReach = 2.620000
float TailReach = 3.700000
float JumpDistance = 2.000000
float JumpUp = 1.000000
float JumpDown = 3.000000
float WalkUnder = 1.000000
float WalkOver = -1.000000
float JumpOver = 0.750000
float CrouchUnder = 1.000000
float MoveableMass = 0.530000
string Class = "CAnimal"
int PVA = -2
int NumJoints = 21
int NumDoubleJoints = 6
bool Curved = true
string Type = "Raptor"
string Head = "$RaptorBHead-00"
string Body = "$RaptorBBody-00"
string Tail = "$RaptorBTail-00"
float Diffuse = 0.900000
float Specular = 1.250000
float SpecularAngle = 16.000000
string SoundMaterial = "RAPTOR-FOOT"
float BiteTargetDistance = 1.250000
bool ActOuch = true
bool ActSnarl = true
bool ActCroon = true
bool ActDie = true
float Anger = 0.500000
float Bravery = 0.500000
float Hunger = 0.500000
bool ActWander = true
bool ActFlee = true
bool ActApproach = true
bool ActGetOut = true
bool ActRearBack = true
bool StayNear = true
string StayNearTarget = "RaptorC01-00"
float StayNearMax = 20.000000
float StayNearOK = 5.000000
float WakeUp = 75.000000
float HitPoints = 50.000000
float ReallyDie = -2.000000
float Regeneration = 1.000000
float DieRate = 20.000000
float CriticalHit = 1.000000
}

Raptor C

ValueTable for instance 1045 "RaptorC01-00" :

group RaptorC01-00 = {
string Physics = "RaptorC"
string Mesh = "RaptorC"
int Archetype = 0
int Team = 20
bool ActMoveBy = true
bool ActBite = true
bool ActEat = true
bool ActDrink = true
bool ActNothing = true
bool ActLookAround = true
float Width = 0.750000
float HeadReach = 2.100000
float TailReach = 2.900000
float JumpDistance = 2.000000
float JumpUp = 1.000000
float JumpDown = 3.000000
float WalkUnder = 1.000000
float WalkOver = -0.450000
float JumpOver = 0.750000
float CrouchUnder = 1.000000
float MoveableMass = 0.530000
float HitPoints = 100.000000
float ReallyDie = -30.000000
float Regeneration = 1.000000
float CriticalHit = 35.000000
string Class = "CAnimal"
bool Tangible = true
bool Movable = true
int NumJoints = 21
int NumDoubleJoints = 6
int PVA = -2
bool Curved = true
string Type = "Raptor"
string Head = "$RaptorCHead-00"
string Body = "$RaptorCBody-00"
string Tail = "$RaptorCTail-00"
float Diffuse = 0.900000
float Specular = 1.250000
float SpecularAngle = 16.000000
string SoundMaterial = "RAPTOR-FOOT"
float BiteTargetDistance = 0.500000
bool ActOuch = true
bool ActSnarl = true
bool ActDie = true
float Anger = 0.500000
float Bravery = 0.500000
float Hunger = 0.500000
bool ActWander = true
bool ActFlee = true
bool ActApproach = true
bool ActGetOut = true
bool ActRearBack = true
bool StayNear = true
string StayNearTarget = "AnchorRaptorCFlatarea"
float StayNearMax = 50.000000
float StayNearOK = 20.000000
float WakeUp = 145.000000
}

Reading the scripts, you may also notice that all my dinosaurs ignore their StayNear values as well as based on the video, any advice?
Last edited by Chupacabra on Sat Jan 30, 2010 1:38 pm, edited 1 time in total.
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Re: Ascent Glitches

Post by LtSten »

IIRC: They won't stay near because it should be
bool ActStayNear = true
Not
bool StayNear = true
As for not attacking, I'm not sure. The only thing I could think of is that there seem to be two float Anger values in there, 0.5 and 1.0 - Maybe this is causing something to break? (It's a complete guess) I'll take a closer look in a bit. You could try coping the tscript from another raptor/steg which works, putting in the ActStayNear, and then test that?

Edit: Well, I'm not sure, so I'll leave it to people who are more experienced in this field. :P However, the only other thing I would guess at is that it will follow you because you're inside it's StayNearOK range?
Last edited by LtSten on Sat Jan 30, 2010 11:18 pm, edited 2 times in total.
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Re: Ascent Glitches

Post by Chupacabra »

I know that, but those are the retail values, I didn't touch them, and if I do touch them and change it to ActStayNear then they just follow me around, Herb or Carn, regardless what the StayNearTarget is
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Re: Ascent Glitches

Post by tatu »

Check the script of the dinos in JPDS~testing level. They attack each other!
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Re: Ascent Glitches

Post by Draconisaurus »

Argh, didn't realize you edited your post, now I see it. Well it can be tricky business, there are all kinds of things to check. Remember to look at the AI types of the dino's submodels, too, and possibly other values. Keep int Team in mind. Tatu is right, there are some good examples in JPDS~testing, as well as LostJungle..

If this has anything to do with the two raptors by the stego in Ascent 1 (can't remember if that's been mentioned here), I did try to "fix" them at some point and was unable to. :( That was over a year ago, though. I was trying to make a snow-covered Ascent.
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Re: Ascent Glitches

Post by Chupacabra »

Actually it's the two raptors by the stego that made me bring it up. I've been having these two problems in ALL the levels on my computer, idk why. Even the ones I haven't edited, like IJ, I haven't even opened it in TresED, yet when you see a Tribe B for the first time, they ignore the Tribe A, and shortly after when the two Tribe A's are by the T-Rex, the T-Rex ignores the raptors as well. All int Team values are consistent to what they should be (Raptor B: int Team 15, Raptor C: int Team 20, etc.). The only time it actually works (go figure) is in LAB where I edited two raptors to be my pets, they'll follow me around and attack anything that gets to close to me. But since I HEAVILY changed their scripts, I can't use them as reference for anything. I'll check out the JPDS test level and see what I can do.
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Re: Ascent Glitches

Post by Draconisaurus »

Right. I've never seen raptors in IT attack each other. In fact the only place I see clashing raptor tribes in the retail is in IJ, with the first B-tribe, IIRC.. Oh and of course, any instance with a para - Rexes love to munch those guys. I remember when I was setting up a test template for Raptor Battles, I couldn't get the Tribe B (or a mod of it) and Tribe C Boss to attack each other. There was something wonky with the scripts, I think machf had me look at AI values in the submodels and that was it.
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Re: Ascent Glitches

Post by machf »

Uh huh, the other dinos just don't see the Alpha Raptor because it's lacking the int AIType parameter, I believe...
Here it is:
viewtopic.php?f=6&t=6142&p=71611&hilit= ... ipt#p71611
viewtopic.php?f=6&t=6457&p=77104&hilit= ... ipt#p77104
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