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 Raptor Pack Behavior Question

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NightBane
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PostSubject: Raptor Pack Behavior Question   Fri Feb 10, 2017 9:03 pm

A couple years ago I was messing with my files after downloading GEPV2 and was somehow able to make the raptors pack together and go into "Territory Mode" like large carnivores, along with the red angry faced emoticon and be aggressive with raptors they came across that were in established packs.
Even lone raptors who's last packs died would be aggressive towards and receive aggression from packs they came across. I'm not sure if this would have to be from something in the FSM or INI files but would anyone know?  Suspect
I only remember messing with the INI files and possibly only changed flocking and competitor/threat values.
I was wondering if anyone would have ay idea on how to remake something like this and make it a mod or something? tongue
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FTKchuuNINJA
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PostSubject: Re: Raptor Pack Behavior Question   Sat Feb 11, 2017 9:16 am

With raptors of the same species never attack each other, mst'd raptors on the other hand will attack and kill other raptors, probably ganging up one one when possible.

Relating to behaviors, I'm trying to modify a mod from Ancientspino called "Clever Girls" that reduced raptor fatalities when hunting ceratopsians instead of running into them blindly, losing their life in the process. I'm trying to achieve not invincible, but agile raptors that relentlessly attack their target swiftly. Also changing up their hunting style so after their hunt, others in the area close by jog up to the corpse leisurely and eat. IDK if this idea suits them, but I want their meal to be associated with the way animals in established hierarchy feed, vocalizing like hyenas for example. Wether or not it's allowed for raptors to socialize during meal time is up to people to think about, but knowing that they were intelligent as Jurassic Park and science portray them to be, this detail might be plausible. (Not an expert btw)

Also to add into the mix I tried to make where if a fellow raptor is in danger, I tried to balance the speed of their running as if they were pacing themselves as they were getting chased for distraction purposes while other pack members attack at top speed at their member's pursuer.
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NightBane
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PostSubject: Re: Raptor Pack Behavior Question   Mon Feb 13, 2017 5:51 pm

These raptors of mine were of the same species and showed this kind of behavior towards one another but still packed together is what gets me.

Even without the pack territorial behavior I still get some odd things I don't think are supposed to happen or I'm not too sure is supposed to happen. Much like african wild dogs sometimes one raptor will bark at a pack mate and pull out a piece of flesh from the other and eat it. Neither raptor could be hungry or hurt from this thing but they both become happy afterwards.  
lol!

And for hunting behavior a hungry raptor within a pack will search for food, spot it, then go up to a fellow pack member who is not hungry and bark at them. The non-hungry raptor will then go and hunt with the hungry raptor even without hunger, and it is not pred need as I had removed it from all of my carnivores. Neutral
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FTKchuuNINJA
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PostSubject: Re: Raptor Pack Behavior Question   Tue Feb 14, 2017 1:33 am

When hunger gets the better of them, any meat will do, even a loyal packmate. IDK if this is in the FSM or in the coding of the game altogether. But soon I will be releasing a video indicating this behavior which will then be up for download. For now just working out the kinks.
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LostWorld
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PostSubject: Re: Raptor Pack Behavior Question   Fri Feb 17, 2017 11:48 am

The .nwt's are the trigger points from which any .fsm commands can be properly executed. I guess the .nwt is the units' central nervous system and the .fsm's are the advanced extension of that. Zero-ing out the .nwt disables all .fsm processes. Changing some values (or a value) can actually determine the most likely behavior states for that unit (panic, socialize,etc.). Disabling a unit from satisfying its needs is possible. Enabling a Spino to display social behavior (with corresponding thought bubble) is also possible. Sometimes, a unit may "freeze" (GEP2 raptors,etc.) - this is because there's a conflict between what has been newly commanded in the .fsm's and what the default .nwt value process is enabling it to do.

I can't remember at all about vanilla behaviors, but I do remember that PMEP raptors will casually walk right into Ankylosaurus - the problem is that Anky is in 'swinging club mode' and the raptors don't know how to process [panic] when being repelled away. I can edit one value line in raptor.nwt so that fleeing (when warded away by Anky) will become a behavior option compatible with the attached .fsm. Oddly though, I went up and down the entire raptor.nwt and could not get them to display [Territory]. Maybe something in PMEP is preventing that from happeneing, so I wouldn't be surprised if GEP2's edits did allow it - I do remember my T.rexes showing [Flocking] behavior several years ago, most likely using GEP2. I know with PMEP I can get [Territory] to show by editing one value line in dilopho.nwt.

An idea that I had was to attempt to get a clear understanding of how the .nwt's work and write out a manual that may be helpful to the modding community so that someone may be able to manipulate dino behavior tendencies on the fly. Even with notes that I've taken, I just don't have any way of knowing exactly what each value line corresponds to because it seems to change between individual units' based on their perception inputs (in the Unit.ini) and the behavior state tendency values that are defaulted in their .nwt's. In other words - it's comparable to attempting a Rubix Cube... blindfolded (my Compy behavior edit). All of those value lines work together and not individually. You can edit around and get a desired result, but THEN you have to go back and see that it's compatible with all other units (Small/Medium/Large), which may require a perception input edit (or two... or three). The Dino.ini (located near Fossilhunt.ini) interests me too.

Anyway, I may have got a bit off track here. NightBane, it's entirely possible that just editing the raptor.ini got you that result. However, it appears that it depends on what behavior mod is being used. I would like to know of a software that could be used so that the .nwt process could be displayed while the game is running to see what's going on in there. Surely, the devs didn't just blindly come up with those values (although their Kentro's panicking around Large Herbs must be an oversight, but that's an easy fix).
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NightBane
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PostSubject: Re: Raptor Pack Behavior Question   Sun Feb 19, 2017 7:19 pm

I guess I'll have to fiddle with some things within the files and test out individual lines and such and note down the different behaviors. I would like to know what software that would be too as testing such things would mean you have to exit the game and start a new game each time and take some time to observe the behaviors going on.

I would just prefer such behavior as knowing that not everyone would just become buddy-buddy and form one giant pack, especially with active carnivores such as the raptors who need a plentiful amount of resources to survive.
Since even the smallest of pack carnivores (Ex. Meerkats) are fiercely territorial when faced with another grouping of their species.

Even in my game having a large pack is dangerous. My large carnivores (Acro, Rex, Spino, Allo, Carcha) go into panic mode faced with a large pack and kill off its members until they are satisfied the pack is small enough to no longer be a threat or just kills off the entire pack even without hunger. I would compare it to when male lions kill hyenas whenever they get the chance even though they usually don't pose a threat to them.

I just love to have as much realism within my game in terms of behavior and it just makes it more interesting to observe the animals on Site B.
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FTKchuuNINJA
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PostSubject: Re: Raptor Pack Behavior Question   Mon Feb 20, 2017 2:34 am

Well with testing my friend, you don't need need to start a new game. Just save at a hunting event or just up the raptor hunger by 10.0 then see in game what behaviors u r going for. For my end, I have it where once a raptors makes a kill, the killer barks constantly so the other members jog to their kill for a meal. But at the same time, the barking is nonstop till the food is gone so it never got a bite. For the attacking/hunting phases, I had the raptors do several actions, while creating a semi-new running/sprinting animation, close to the sequence in Jurassic World. Though the jumping requires no obstacles so they jump in excitement I suppose. They occasionally check their packmates as well as the environment while chasing their quarry. Also making sure there are some mates left behind, they bark and chatter to let their location be known to the lost ones. When hunting they sprint towards their target's location. When attacking small prey, they pounce multiple times relentlessly until their prey is dead. For larger herbivores, they again grapple relentlessly with agility. Some maintain their hold while more eager the individuals lose their grip fast and fall off sooner. And for those who use the PMEP, if severely wounded, their appetite will be so great, they'll ignore their injuries and perform a last stand and attack their target with ferocious speed.
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LostWorld
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PostSubject: Re: Raptor Pack Behavior Question   Thu Feb 23, 2017 12:56 pm

Like has been mentioned, it's best to have them saved already in a particular behavior state when doing any testing. The trial and error is very tedious, but once you've familiarized yourself better with what's altering what (best take notes with Notepad), it may lead to a result that you're looking for.

FTK: Wow, those raptors seem like they have a much greater chance of surviving in the JPOG wild than the usual, and invoking more fear into the unlucky inhabitants. Sounds brutal.

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