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Newly Enhanced SpnoHngr FSM!

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aristo
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Post by jplm Wed Dec 21, 2011 1:21 am

your welcome,also,it would be good if instead of not attacking the carns of the same species,to canibalize,if very hungry
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Post by procompsognathus100 Wed Dec 21, 2011 3:12 am

That's weird.......I placed codes in there that specifically prevents large carns of the same species to fight with each other.....nor eat each other.... confused
*********************************************************************
UPDATE:
3rd version: http://filebeam.com/ea477a4183e83ac9f042390de536b747

Adds more new attacks for Spino, and most bugs with the Large Carn duel mod and behavior changes when starving or weak have now been fixed.
Who knows how many versions there'll be.....I mod FSMs pretty fast and frequently......
*********************************************************************
This might help solve some stuff jplm....if it can......

If not, just tell me what went wrong.
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Post by jplm Wed Dec 21, 2011 3:26 am

I'm trying it now
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Post by procompsognathus100 Wed Dec 21, 2011 3:30 am

Thanks.

Ever since I came back, I noticed that I can't delete my recent posts anymore. Yet I can delete some of my older posts. scratch
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Post by jplm Wed Dec 21, 2011 3:33 am

it also happens to me,I thought you could delete them only if nobody replied yet
EDIT:this happened with the v3:
Newly Enhanced SpnoHngr FSM! - Page 2 Simjp_20
maybe you should add some codes based of the cerato fsm(if it doesn't share it) to make it canibalize(and if posible combine the GEPv2 mod that makes carns slowly approach to their prey,I forgot to remove realistic speeds)
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Post by procompsognathus100 Wed Dec 21, 2011 4:15 am

There is a code there that makes land-based carns(of course, not Spino) slowly approach their prey as well.

Anyway, it won't seem so realistic if large carns cannibalize each other....
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Post by jplm Wed Dec 21, 2011 4:22 am

I think it will,the biggest animals of their territory,which don't fear anything,desperatly need food,and die because they didn't attack a smaller animal of their own species,and about the amubsh,they stupidly charged at prey,w/out knowing it's faster.anyway,the mod itself is still awsome,and there is no need to keep remaking it acording to what one single person thinks
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Post by procompsognathus100 Wed Dec 21, 2011 5:12 am

But here in JPOG, there aren't exactly "younger" or "smaller" animals of the same species. Mods are made that makes some adults appear small and look like "babies", but only in herbs and small carns....

Is there a point for a Rex to attack a Rex of the same size? But anyway, thanks for the advice on the last point. Despite that, I edit FSMs so many times that eventually, this V3 will become outdated. Alright, I won't remake it anymore.
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Post by aristo Wed Dec 21, 2011 5:24 am

Great Mod P100!!! the .FSM file that i don't understand like 'Lookstartproximity' and more
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Post by procompsognathus100 Wed Dec 21, 2011 5:33 am

aristo wrote:Great Mod P100!!! the .FSM file that i don't understand like 'Lookstartproximity' and more

Thank you for the compliment. FSMs were confusing to me as well during the beginning, but I got the hang of it. Very Happy
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Post by aristo Wed Dec 21, 2011 5:39 am

procompsognathus100 wrote:
aristo wrote:Great Mod P100!!! the .FSM file that i don't understand like 'Lookstartproximity' and more

Thank you for the compliment. FSMs were confusing to me as well during the beginning, but I got the hang of it. Very Happy
Isn't .FSM file like dino chain activity, right Wink ?Also glad you back P100
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Post by procompsognathus100 Wed Dec 21, 2011 7:29 am

aristo wrote:
procompsognathus100 wrote:
aristo wrote:Great Mod P100!!! the .FSM file that i don't understand like 'Lookstartproximity' and more

Thank you for the compliment. FSMs were confusing to me as well during the beginning, but I got the hang of it. Very Happy
Isn't .FSM file like dino chain activity, right Wink ?Also glad you back P100

Yes, it controls what dinos do. Smile

Thanks for the welcome back.
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Post by aristo Wed Dec 21, 2011 7:35 am

Every problem will getting fine if we understand whats meaning every command on .FSM file. I find .FSM dictionary on MG but its not complete
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Post by procompsognathus100 Wed Dec 21, 2011 8:21 am

Yeah, but you should also know that some of the codes in the "leftover" FSMs like "C_Play" were not programmed into the final game, and putting those codes in another FSM will corrupt it.
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Post by Spino77 Wed Dec 21, 2011 8:39 am

procompsognathus100 wrote:Yeah, but you should also know that some of the codes in the "leftover" FSMs like "C_Play" were not programmed into the final game, and putting those codes in another FSM will corrupt it.
Maybe it would be worthwhile writing an FSm tutorial or FSM command dictionary? Smile
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Post by procompsognathus100 Wed Dec 21, 2011 8:48 am

Yeah, I probably should, but I'm not too much of an expert yet.

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Post by aristo Wed Dec 21, 2011 8:56 am

procompsognathus100 wrote:Yeah, but you should also know that some of the codes in the "leftover" FSMs like "C_Play" were not programmed into the final game, and putting those codes in another FSM will corrupt it.
JPOG actually not done! In the trailer different with the game... The proof can be found at Units folder its have iguanodon but Blue Tongue not finished yet and publish faster i don't know why

spino77 wrote:
procompsognathus100 wrote:Yeah, but you should also know that some of the codes in the "leftover" FSMs like "C_Play" were not programmed into the final game, and putting those codes in another FSM will corrupt it.
Maybe it would be worthwhile writing an FSm tutorial or FSM command dictionary? Smile
Hard to do that S77, especially dictionary. Some .FSM command can work very fast so we could lose one command to understanding it
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Post by procompsognathus100 Wed Dec 21, 2011 8:59 am

aristo wrote:
procompsognathus100 wrote:Yeah, but you should also know that some of the codes in the "leftover" FSMs like "C_Play" were not programmed into the final game, and putting those codes in another FSM will corrupt it.
JPOG actually not done! In the trailer different with the game... The proof can be found at Units folder its have iguanodon but Blue Tongue not finished yet and publish faster i don't know why

spino77 wrote:
procompsognathus100 wrote:Yeah, but you should also know that some of the codes in the "leftover" FSMs like "C_Play" were not programmed into the final game, and putting those codes in another FSM will corrupt it.
Maybe it would be worthwhile writing an FSm tutorial or FSM command dictionary? Smile
Hard to do that S77, especially dictionary. Some .FSM command can work very fast so we could lose one command to understanding it

Yes, JPOG was sort of rushed.....I noticed that Iguan as well.

You're right, there are some commands that require others before it that link with it. For example, the "HasArrived()" transition has to be linked to a certain action like "action FaceTarget()" or "action FaceLand()".
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Post by aristo Wed Dec 21, 2011 9:03 am

procompsognathus100 wrote:
aristo wrote:
procompsognathus100 wrote:Yeah, but you should also know that some of the codes in the "leftover" FSMs like "C_Play" were not programmed into the final game, and putting those codes in another FSM will corrupt it.
JPOG actually not done! In the trailer different with the game... The proof can be found at Units folder its have iguanodon but Blue Tongue not finished yet and publish faster i don't know why

spino77 wrote:
procompsognathus100 wrote:Yeah, but you should also know that some of the codes in the "leftover" FSMs like "C_Play" were not programmed into the final game, and putting those codes in another FSM will corrupt it.
Maybe it would be worthwhile writing an FSm tutorial or FSM command dictionary? Smile
Hard to do that S77, especially dictionary. Some .FSM command can work very fast so we could lose one command to understanding it

Yes, JPOG was sort of rushed.....I noticed that Iguan as well.

You're right, there are some commands that require others before it that link with it. For example, the "HasArrived()" transition has to be linked to a certain action like "action FaceTarget()" or "action FaceLand()".
So, the FSM is the one of the hardest mod. My problem is i don't have imagine and don't sometime don't understand whats meaning somethings command
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Post by Weak Wed Dec 21, 2011 9:04 am

Cool mods, but i perfur the G.E.P fsm. Sorry for my english.

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Post by procompsognathus100 Wed Dec 21, 2011 9:19 am

Aristo: Yeah, FSMs are quite tricky.

Weak: Uh-huh. That's alright, but at least Large Carns are much more aggressive now.
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Post by Mamenchi Tue Jan 31, 2012 9:55 pm

Hi everybody, it's been a long time... sorry for not being very present but I had some problems with my computer!

I'm really impressed, P100!! You really are talented, I wasn't expecting nothing less... Now our carnivores are really the king of their world!!XD

I'm also preparing new skins ( you can check them on jplegacy in the skinning section ) and your mod are absoluting well adapted and realistic for my next improvement behaviour-mod!

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Post by Pachycephalosaurus Tue Jan 31, 2012 10:30 pm

Please don't revive dead topics, this topic is over a month old now.
Newly Enhanced SpnoHngr FSM! - Page 2 Readtherules
TOPIC LOCKED
Newly Enhanced SpnoHngr FSM! - Page 2 Topic_lock
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Post by Spino77 Wed Feb 01, 2012 1:37 am

Pachycephalosaurus wrote:Please don't revive dead topics, this topic is over a month old now.
Newly Enhanced SpnoHngr FSM! - Page 2 Readtherules
TOPIC LOCKED
Newly Enhanced SpnoHngr FSM! - Page 2 Topic_lock
taken back, I think Mamenchis asking P100 to be part of his behaviour pack Razz
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Post by Pachycephalosaurus Wed Feb 01, 2012 8:20 am

He could have PM'd him, like I explained in the other posts, oh wellziez. rabbit
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