When an animal spooks and runs, it will trigger other animals to run as well if they see it. If they get completely separated (running away in a star pattern), they won't be able to fully regroup and continue as loaners or in smaller groups. Especially if all animals have run into the same direction, the herd will likely regroup. This is often done by trotting in order to catch up with the leader again. When the animals have calmed down, they will attempt to regroup. After you spook the herd either by shooting or your presence being detected, the herd will scatter. If luring attracts the leader, the rest of the group will follow. It could even be a female animal among a mixed gender group. This is not necessarily the highest scoring animal in the group. In theHunter Classic, some animal interaction can be observed.
In real life animals interact with other animals, be their from the same or from other species. Animals can detect movements in freelook mode.A rule of thumb is to move slowly and stay behind solid objects as much as possible.For instance the chance of detection when running is twice that of when walking. Movement speed effects the probability of detection.If you are careful and look around slowly you increase your chance of not being detected. Only fast camera rotations count as movement.Animals detect camera movements like walking, running, changing stance and looking around.Animals do not detect the loading of weapons, the charging of stands, etc.It does simulate that movements/rotations may be seen with peripheral vision while if the player is standing still the field of view for spotting the player is narrower.
The effect of the tighter VFOV is felt in treestands, towers and natural elevated positions which offer better visual camo, especially when animals are close to the players position.The exception to this rule are birds that tend to have a more extreme VFOV.It makes sense for a deer to keep an eye on the horizontal plane where wolves and other predators lurk, but there are not that many natural threats that may attack from above.The biological reasoning behind limited VFOV is that most ground-based animals have no natural reason to monitor the world above them at all time.Tighter FOV means more overlap between the vision field of each eye which in turn contributes to better binocular vision and binocular vision is vital when trying to measure the distance to your dinner in preparation for that final leap.The reasoning why herbivores have such an insane FOV while predators do not is that a huge FOV is advantageous when trying to detect creatures that want to eat you while these hungry beasts have a greater advantage of binocular vision that helps them conduct that very same business.This means that following the head direction is more of an issue when hunting carnivores such as bears and coyotes that have a tighter field of view.Herbivores such as deer tend to have a huge FOV (about 310 degrees horizontal), so even though it's head may be facing away it may still be able to detect you unless you are in it's rather tight 80 degree blind-spot.The vertical FOV is set to about 90-100 degrees for most animals.Every animal has a certain vertical and horizontal FOV.have 180 degrees FOV in the horizontal plane, but only 100 degrees in the vertical plane). A creature's FOV is not two-dimensional (humans e.g.The direction of the eyes are always in the direction of the head and not the general direction of the body (although these two are often the same).
The animal's view originates in the actual eye placement.This article is based on this and this developer thread in the game forum and subsequent developer posts. Species X may for instance choose to drink at 9am while spieces Y prefers to drink at 5pm. The needs are: Feeding, Drinking & Resting.Attraction areas attract the animals to suitable areas for completing their needs.Each species have different goals during different times of the day. Animals do not wander aimlessly through the EHR.This article is based on this developer post in the game forum. Other animals only represented by their sounds (bugs, eagles, frogs, cicadas, etc.).Circling crows over carcasses in Timbergold Trails.Fish in ponds and rivers, not the oceans.The Rat - can be shot but not harvested.There are many animals in the environment that merely add to the atmosphere, but are not really huntable can be shot and harvested with the HunterMate.leave clues in the game ( tracks and calls).The following animals are permanently huntable, i.e.