Animal Properties
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Place Animal
Now you are ready to start populating your map with animals to hunt, tag and bag. Return to Hot Key, 3rd from the top that shows a deer symbol on it. The Tool-tip will show animal placement. Click the button then move your cartridge cursor over viewing map and click there. The Animal Properties Screen will appear.
NAME
Sets the animal name ID # of the particular species of animal you select and this will also, show up under your Mission Objects; over in the Toggle Workspace Window later. It helps the creator keep a track of the herds. Again, it’s recommended not to over populate the mission and keep the number of animals to around 30 maximum if you are running a older video card. Newer video cards can take around 45 animals before you may experience a game crash and return to your desktop, when you fire your weapon.
Note: Be sure to update video drivers often as they come out with new updated drivers. The video cards url links can be found under several places.. the “read me” file, the technical support at ValuSoft, and/or SCS webpages.
SPECIES
Choose the animal species and identifies what type of animal that is chosen. Control with a down arrow scroll bar. The HU2008 game has 16 animal species. HU2008 added Wild Turkeys.
TYPE
Automatically selected for the male species of all the animals, use the down arrow scroll bar to select either a female or young under TYPE. Example: white tail buck will show, if you want your buck to have a mate choose doe first then later create a male and or young.
MATE
Will automatically show No-Mate. Use the down arrow to select a mate. Note: If you need to create a female for your mate, this must be done before you make any males and is done under TYPE; linking the two will be discussed further under SCRIPT**
Use the down arrow scroll bar for your selection this is automatically set to [No Mate].
BONUS TAG
Automatically on No. If Yes is selected, choose if the hunter will receive extra points for this particular animal when it is bagged and tagged.
LEFT AND RIGHT ANTLER BEAM
Shows the antler or tusks ID number for this animal. Controlled by the down arrow scroll bar and may have different sizes/shapes on the animal.
L. and R. SCALE
Determine the left and right side of the animals with antler or tucks size. It’s important for scoring points and the lager number size will add higher points to the total score reached upon this animal when it is bagged and tagged.
TYPICALITY
This will be the exact antler beam lengths and are symmetrical, identical tine lengths on either antlers or tusks. Note: **checking on the definition of this and testing its affects**
ATYPICALITY
The beam shapes and tines will not match the other antler or tusks. Note: **checking on the definition of this and testing its affects**
Stress Factor
PRESET
Default is the Preset AI status for the animal. This only changes the values in the dialog to predefined values. There is Default, Insensitive, Calm, Sensitive, and Aggressive from which to choose from. Just like Hu4 …HU2008 added a dumbie-test which makes your animal lay down or eat and doesn’t startle too easy.
**Additional testing the following to be more accurate on the description of the following under Stress Factors.**
GROWTH/RELIEF
Determines how fast the animal input generated by this sense grows/washes away. Returning the animal to it’s to previous behavior before another animal, predator, or hunter disturbs it. The lower the number setting is, the less likely the animal will react. The higher the number the faster the response reaction will be. The first set of numbers will be the animal’s reaction time when an enemy, prey, hunter, partner/mate, rival, calls/lure, or pain is sensed. The second set of numbers is how long it takes for the animal to return to a calmer state.
HUNTER PERCEPTION
Is how well the animal reacts to the hunter’s presence. The farther to the left the slide is set the less likely the animal will bolt. In other words, if it’s set to zero than the hunter may shoot a round off right next to the animal head and it will not react.
ENEMY PERCEPTION
Is for enemy presence. The father left it is to zero the less the animal will react.
PREY PERCEPTION
Is for the ability to sense prey presence. The father left is it to zero the less the animal will react.
MATE PERCEPTION
Is related to the presence of a mate due to the lust and sexual drive under scripts. The father left is it to zero the less the animal will react.
PARTNER
Determines animal sensitivity to its partner, may be a mate and/or offspring. The father left is it to zero the less the animal will react.
RIVALS PERCEPTION
Is related to its rivals and may be connected to rutting or mating season. The father left is it to zero the less the animal will react.
PAIN AWARENESS
How much pain the animal feels and will determine if a flesh wound will take a beast down or let it continue to flee and run away. The father left is it to zero the less the animal will react.
CALL PERCEPTION
Pertains to the reaction an animal takes when the hunter uses the calls or lures to attack the animal. The father left is it to zero the less the animal will react.
Start Values
Hunger, Thirst, Tiredness, Lust, Aggression, Stress, and Attack Probability towards other animals and the father to the left is less of an effect to the animal as were sliding all the way to the right will heighten its chances of reacting to these commands in the beginning.
**All of the above will be tested individually with the animals to see just how they react to each setting. Results will be given upon the completion of these tests and posted **

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