A mod that adds hybrids, that will probably suck in appearance.... Hybrids will have unique AI for each and every one of them to make them stand out from their normal counterparts, and all of them will use existing TClasses BUT will act compeletely different when in situations
Stegoceratops and Ankylodocus Behaviours, THERE ARE NO FILES FOR STEGOCERATOPS OR ANKYLODOCUS, YOU YOURSELF MUST CREATE THOSE FILES, THESE ARE JUST THE BEHAVIOUR FILES, ANKYLODOCUS SHOULD BE A CAMARASAURUS BASE AND STEGOCERATOPS SHOULD BE A TRICERATOPS BASE
Stegoceratops and Ankylodocus Behaviours, THERE ARE NO FILES FOR STEGOCERATOPS OR ANKYLODOCUS, YOU YOURSELF MUST CREATE THOSE FILES, THESE ARE JUST THE BEHAVIOUR FILES, ANKYLODOCUS SHOULD BE A CAMARASAURUS BASE AND STEGOCERATOPS SHOULD BE A TRICERATOPS BASE
CHANGELOG:
Stegoceratops
A long stretch
Digs head into ground and then throws dirt (I think)
Scratches head on ground
Tail_Flick_lp/Tail_Flck_lp needs to be renamed to Tail_Def for this fsm to work properly for stegoceratops
Spcl_Gen_Pa_Lp should be renamed to Spcl_Gen_tt (optional if you want it to use the normal headbutt as well)
This FSM allows stegoceratops to attack using head and tail, (TClass should be TClassAUnitSteg)
Ankylodocus
Turn_R_Lt - Tail Whip Left
Turn_R_Rt - Tail Whip Right
Turn_W_Lt - slower tail whip left
Turn_W_Rt - slower tail whip right
Spcl_Gen_02_Lp - Big Flippin Stomp!
Spcl_Gen_01_Lp - Body Ram
Idle_Post_Lp - a stomp that can be used while moving
This FSM allows ankylodocus to attack unique by even hybrid standards, will not work on TClassAUnitBrach (TClass should be TClassAUnitAnky)
AS OF 1/22/2020 STEGOCERATOPS WILL NOW USE ITS TAIL MORE THAN ITS HEAD, HEAD ATTACK IS FIXED AND HAS A NEW REAR END TAIL UPPERCUT
Updates
1/22/20
- Stegoceratops dmg nerf
- fixed stegoceratops attack infinitely stunning carnis
- new stegoceratops tail uppercut, deals some pretty sweet damage
- stegoceratops can now uniquely use its tail to ward off carnis or use its head like a trike
- updated knockover FSM with new stegoceratops stuff, REQUIRED for FSM to WORK
- added ankylodocus stuff
- ankylodocus should be TClassAUnitAnky
- ankylodocus has two new stomps, a moving one and a stationary one, stationary deals devastating damage and moving one can be used while moving and has some pretty sweet damage!
- ankylodocus can whip left or right
1/23/20
- Stegoceratops Tail Whip Dmg & Range Nerf
- Stegoceratops Tail Whip can knock over carnivores on the ground WIP might not be kept, now works on smaller carnivores too
- Stegoceratops new knockover FSM for when it gets knocked down when impaling
- Stegoceratops weird leg-not moving, rear end shaking thing removed?
- New Lesser Headbutt for Stegoceratops
- Stegocceratops Impale is even LOWER chance to use tho range is doubled
- Stegoceratops headbutt range nerfed
- fixed carnivores walking away while stegoceratops's impale animation is playing and then them getting hit from like a mile away, they not instead stand still and roar in fear as they get impaled
- Ankylodocus attack rate and range buffed, previously was around 2.3, is now around 6 or more, & its prepare tail whip range buffed from 18 to 20
- Ankylodocus animation changes because why not
- New Knockover FSM for when ankylodocus gets knocked down while rearing up
- Ankylodocus no longer attacks as if it were in slow motion
- Knockover FSM, increased time for when dinosaur gets knocked down recovery rate
- Fixed falling on face shiz when knocked down by stegoceratops
- Ankylodocus and Stegoceratops will now attack low to medium fences when stressed, less likely to do so on high security fences
- Fixed StunLOCKS
1/24/20
- Stegoceratops can now miss with its headbutts & impale, when it previously would only headbutt when it was guaranteed a hit, now it does it if the opponent is in front of it too
- Stegoceratops Impale Attack has a large wind-up & headbutt has new animation
- Stegoceratops headbutt damage nerfed impale damage buffed
- Stegoceratops no longer can reknock over already knocked over enemies with its head instead deals a lot of damage to knocked down enemies
- Bug with Ankylodocus Vibrating should be fully fixed, it was caused by a lack of state!
- Slowed down the speed at which stegosaurus, kentrosaurus, and ankylosaurus swing their tails
- New ability when ankylodocus attacks a knocked down target
- Small Fixes to Stegoceratops and Ankylodocus
- New Updates to knockover fsm
1/24/20
- Fixed to the stunlock of frigin death for ankylodocus and HEAVILY nerfed the ground tail slam & added a fear factor to tail whip s carni avoid it rather than run into it
- stomping and tail whipping for ankylodocus fixed, it now stomp if the target is in front and whip if on side or back & removed the stomp that can be used while moving
- ankylodocus can stomp on knocked over enemies for MASSIVE DAMAGE, this can be stunlocking but the attack is so slow it wont even matter
- friendly fire added to ankylodocus and stegoceratops
- Stegoceratops randomly headbutts
- New Interaction Unique between stegoceratops and trex in the knockover fsm
- Ankylodocus stomp attacc buff
1/24/20
- Stomping on a knocked over carnivore is basically an instant kill for ankylodocus
- Stegoceratops Nerf (again)
- Stegosaurus and Ankylosaurus Damage Buff
- Kentrosaurus Damage Nerf
- Interruption Attack Fixed
- Fence Damage Increased
- Stegoceratops can now continue to fight even when badly injured, MAKING IT THE FIRST HERBIVORE TO BE ABLE TO DO SO!!!
- Collision BS fixed
1/25/20
- Ankylodocus can no longer hit things too close to it with its tail whip
- Stegoceratops nerf
1/27/20
- New Dig-In attack for stegoceratops
- Fixed stegoceratops's headbutt attack calling on the impale attack's damage
- Buffed headbutt damage as I have found it was not the issue of the damage being too high, it was because the headbutt was calling on the impale damage
- Dig-In is a ranged projectile attack, low damage however as balance, it can be used while from 8 meters away, so longer than ankylodocus's tail whip range, but only deals damage if used within 3-4 meters (for balancing reasons and so the attack can actually miss)
- Ankylodocus stomp hits sooner, so not as delayed
- added animations
- added a better timing system for ankylodocus (i think its better at least)
1/27/20
- Stegoceratops tail whip range decreased and can no longer hit in front of it
- Dig in range increased
- AI Changes so stegoceratops uses its head way more
1/28/20
- Increase Dig-In Range and Attack Chance for Stegoceratops
2/10/20
- Ankylodocus can hit things closer to it now
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