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Jurassic Park: Trespasser/T-Script Stuff

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This is a sub-page of Jurassic Park: Trespasser.

Hmmm...
To do:
There's a lot more T-Script stuff to document.

Trespasser's T-Script is the heart and soul of the engine. These scripts help objects, dinosaurs, and triggers work. Because of the rushed development, many went unused. Others were removed due to bugs such as the dinosaur emotions.


CHitSpang

Before particles were introduced to the game, there were originally things called "Hit Spangs". Basically, they were 3D objects similar to the gun muzzle flashes from the final that would appear upon a bullet making contact with something. While some code for these remains in the final, they cannot be used. However, with the recently leaked Trespasser source code, it is possible to re-enable them. Some pre-release screenshots show them in action, most famously this one found on the back of the box:

This shot was probably pre-rendered, knowing the Trespasser Team.

Leftover commands:


Type Name Default Description!
string A00, A01, ... Must Specify SoundMaterials for which the effect is applied. If none is listed, this the default HitSpang.
int SpangCount Unknown Maximum number of spangs the effect uses at the same time.
float MinScale Unknown Scale factor for minimum size of each spang.
float MaxScale Unknown Scale factor for maximum size of each spang. Actual scale will be a random value such that MinScale <= Scale <= MaxScale.
float Decay Unknown How much the scale decays in 1 second, in %. 100 means in 1s it has already disappeared. Can take positive or negative numbers.
float ScaleLimit Unknown Maximum scale the spangles can take before disappearing. Used for when they grow larger instead of decaying.

It should be noted that prototype Build 55 uses hitspangs.

Unused Dinosaur Behaviors

A large number of these behaviors were commented out in the source code and others simply didn't get used. The reason why is that if a dinosaur had too many behaviors active at once, it would have abrupt mood swings that would cause it to stand still trying to figure out what to do. As a result, in the retail release, every emotion except Hunger and Anger were lowered to 0. Hunger and Anger were maxed out. This solved the issue, but also made the dinosaurs' goals very single minded. The Emotions also influenced behaviors as can be seen below. The emotions are Fear, Love, Anger, Curiosity, Hunger, Thirst, Pain, and Solidity. The Trespasser CE Executable (which is a source code edit) has an option to enable commented out behaviors.

ActJumpBite

Pretty much what it describes below. The user jumps and takes a snap at the target while airborne.

Type Name Default Description!
bool ActJumpBite false Not implemented? Leap into the air and bite the target. Not useful, but very cinematic.
float ActJumpBiteFear -5.0 Rating feeling, how much the Fear emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0.
float ActJumpBiteLove 0.0 Rating feeling, how much the Love emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0.
float ActJumpBiteAnger 0.0 Rating feeling, how much the Anger emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0.
float ActJumpBiteCuriosity 1.0 Rating feeling, how much the Curiosity emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0.
float ActJumpBiteHunger 0.0 Rating feeling, how much the Hunger emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0.
float ActJumpBiteThirst 5.0 Rating feeling, how much the Thirst emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0.
float ActJumpBitePain -5.0 Rating feeling, how much the Pain emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0.
float ActJumpBiteSolidity 0.0 Rating feeling, how much the Solidity emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0.

ActShoulderCharge

This behavior does just that. The user charges with their body physics box and attempts to do damage. It's similar to the ActRam behavior.

Type Name Default Description!
bool ActShoulderCharge false Not implemented? The dinosaur hits the target with its body physics box, mostly using the shoulder area. The body physics box needs a damage value. Like Ram, but instead of hitting with the head the user tries to hit the target with their body physics box (or shoulder if lucky).
float ActShoulderChargeFear -2.0 Rating feeling, how much the Fear emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0.
float ActShoulderChargeLove -1.0 Rating feeling, how much the Love emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0.
float ActShoulderChargeAnger 3.0 Rating feeling, how much the Anger emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0.
float ActShoulderChargeCuriosity 0.0 Rating feeling, how much the Curiosity emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0.
float ActShoulderChargeHunger 0.0 Rating feeling, how much the Hunger emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0.
float ActShoulderChargeThirst 0.0 Rating feeling, how much the Thirst emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0.
float ActShoulderChargeFatigue 0.0 Rating feeling, how much the Fatigue emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0.
float ActShoulderChargePain -0.5 Rating feeling, how much the Pain emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0.
float ActShoulderChargeSolidity -0.2 Rating feeling, how much the Solidity emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0.

ActOuch

As the name would imply, this is the behavior for pain. This behavior is one of the many commented out behaviors. When a dinosaur is injured, it will make a random sound of pain. Most of the dinosaurs in the retail version have this behavior in their T-script values. However, it's commented out, so it makes little difference to have it.

Type Name Default Description!
bool ActOuch false Not implemented? Make a sound. Use vocal cube with "int Vocal = 0".
float ActOuchFear 0.0 Rating feeling, how much the Fear emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0.
float ActOuchLove 0.0 Rating feeling, how much the Love emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0.
float ActOuchAnger 0.0 Rating feeling, how much the Anger emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0.
float ActOuchCuriosity 0.0 Rating feeling, how much the Curiosity emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0.
float ActOuchHunger 0.0 Rating feeling, how much the Hunger emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0.
float ActOuchThirst 0.0 Rating feeling, how much the Thirst emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0.
float ActOuchFatigue 0.0 Rating feeling, how much the Fatigue emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0.
float ActOuchPain 5.0 Rating feeling, how much the Pain emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0.
float ActOuchSolidity 0.0 Rating feeling, how much the Solidity emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0.

ActHelp

Another commented out behavior. It seems to involve calling dinosaurs on the same "Team" for help. (Team being whatever value the dinosaur is assigned to. Dinosaurs on the same "Team" will not fight each other regardless of species.) The dinosaur makes a vocalization.

Type Name Default Description!
bool ActHelp false Not implemented? Make a sound. Use vocal cube with "int Vocal = 1".
float ActHelpFear 1.0 Rating feeling, how much the Fear emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0.
float ActHelpLove 0.0 Rating feeling, how much the Love emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0.
float ActHelpAnger 0.0 Rating feeling, how much the Anger emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0.
float ActHelpCuriosity 2.0 Rating feeling, how much the Curiosity emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0.
float ActHelpHunger 0.0 Rating feeling, how much the Hunger emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0.
float ActHelpThirst 0.0 Rating feeling, how much the Thirst emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0.
float ActHelpFatigue 1.0 Rating feeling, how much the Fatigue emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0.
float ActHelpPain 0.0 Rating feeling, how much the Pain emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0.
float ActHelpSolidity 0.0 Rating feeling, how much the Solidity emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0.

ActHowl

This behavior was also commented out. Basically the dinosaur roars from the distance, usually lifting its head and opening its mouth a bit.

Type Name Default Description!
bool ActHowl false Not implemented? Make a sound. Use vocal cube with "int Vocal = 2".
float ActHowlFear -3.0 Rating feeling, how much the Fear emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0.
float ActHowlLove 0.0 Rating feeling, how much the Love emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0.
float ActHowlAnger 0.0 Rating feeling, how much the Anger emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0.
float ActHowlCuriosity 1.0 Rating feeling, how much the Curiosity emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0.
float ActHowlHunger 2.0 Rating feeling, how much the Hunger emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0.
float ActHowlThirst 0.0 Rating feeling, how much the Thirst emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0.
float ActHowlFatigue -3.0 Rating feeling, how much the Fatigue emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0.
float ActHowlPain 0.0 Rating feeling, how much the Pain emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0.
float ActHowlSolidity 0.0 Rating feeling, how much the Solidity emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0.

ActDie

Like ActOuch, this is a T-Script value that most of the Retail dinosaurs have. It's also commented out as well. When a dinosaur dies, it will moan for a bit on the ground. In the case of all carnivores and some herbivores, they'll open their mouth and tilt their head to the side a bit. Presumably, ActDie lasts until the dinosaur hits the "ReallyDie" state. (which is a value that controls the point where their health won't decrease anymore.)

Type Name Default Description!
bool ActDie false Not implemented? Make a sound. Use vocal cube with "int Vocal = 6".
float ActDieFear 0.0 Rating feeling, how much the Fear emotion influences in the ActDie activity. Valid range: -10.0 to 10.0.
float ActDieLove 0.0 Rating feeling, how much the Love emotion influences in the ActDie activity. Valid range: -10.0 to 10.0.
float ActDieAnger 0.0 Rating feeling, how much the Anger emotion influences in the ActDie activity. Valid range: -10.0 to 10.0.
float ActDieCuriosity 0.0 Rating feeling, how much the Curiosity emotion influences in the ActDie activity. Valid range: -10.0 to 10.0.
float ActDieHunger 0.0 Rating feeling, how much the Hunger emotion influences in the ActDie activity. Valid range: -10.0 to 10.0.
float ActDieThirst 0.0 Rating feeling, how much the Thirst emotion influences in the ActDie activity. Valid range: -10.0 to 10.0.
float ActDieFatigue 1.0 Rating feeling, how much the Fatigue emotion influences in the ActDie activity. Valid range: -10.0 to 10.0.
float ActDiePain 0.0 Rating feeling, how much the Pain emotion influences in the ActDie activity. Valid range: -10.0 to 10.0.
float ActDieSolidity 0.0 Rating feeling, how much the Solidity emotion influences in the ActDie activity. Valid range: -10.0 to 10.0.
(Source: Andres, with additional research by Rebel, BigRed, Draconisaurus, chronzerg and machf.)