Talk:Ai relationship: Difference between revisions

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What are you supposed to use for a classname or targetname if you want the relationship to change torwards the player?  Will info_player_start work?
Yes, and what if the game is multiplayer? What targetname/classname do you use for that? Valve's documentation on that seems to be missing. --[[User:TheJ89|TheJ89]] 13:24, 17 Jul 2005 (PDT)
In singleplayer, !player (which is a [[pointer]] pointing twoard the local player entity) will pretend be treated as a targetname and treat the player thusly.--[[User:TheJ89|TheJ89]] 13:27, 17 Jul 2005 (PDT)
And I have read that <code>player</code> (without the <code>!</code>) targets all players in singleplayer or multiplayer games. I have not confirmed this. &mdash;'''[[User:Maven|Maven]]''' <sup>([[User talk:Maven|talk]])</sup> 11:34, 17 Sep 2005 (PDT)
:That will '''def''' work coz it's a classname, and the i/o system likes classnames &mdash;[[User:Ts2do|Ts2do]] 11:48, 17 Sep 2005 (PDT)
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How does one get an NPC to shoot at a particular object (not another NPC)? ai_relationship doesn't work for this, and [[ai_changetarget]] doesn't affect NPCs. &mdash;'''[[User:Maven|Maven]]''' <sup>([[User talk:Maven|talk]])</sup> 12:05, 17 Sep 2005 (PDT)
How does one get an NPC to shoot at a particular object (not another NPC)? ai_relationship doesn't work for this, and [[ai_changetarget]] doesn't affect NPCs. &mdash;'''[[User:Maven|Maven]]''' <sup>([[User talk:Maven|talk]])</sup> 12:05, 17 Sep 2005 (PDT)


:Ah, it seems to be done with an [[npc_bullseye]], somehow. &mdash;'''[[User:Maven|Maven]]''' <sup>([[User talk:Maven|talk]])</sup> 14:44, 17 Sep 2005 (PDT)
:Ah, it seems to be done with an [[npc_bullseye]], somehow. &mdash;'''[[User:Maven|Maven]]''' <sup>([[User talk:Maven|talk]])</sup> 14:44, 17 Sep 2005 (PDT)
:[http://www.akilling.org/akg/tutorials/wiseNPC02.asp Example] --[[User:Mark WiseCarver|wisemx]] 15:38, 17 Sep 2005 (PDT)
:[http://sdknuts.net/tutorials/wiseNPC02.asp Example] --[[User:Mark WiseCarver|wisemx]] 15:38, 17 Sep 2005 (PDT)


::Thank you. &mdash;'''[[User:Maven|Maven]]''' <sup>([[User talk:Maven|talk]])</sup> 17:04, 17 Sep 2005 (PDT)
::Thank you. &mdash;'''[[User:Maven|Maven]]''' <sup>([[User talk:Maven|talk]])</sup> 17:04, 17 Sep 2005 (PDT)
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::There is, but damned if I remember it. ;-) --[[user:TomEdwards|TomEdwards]] 01:58, 1 Oct 2005 (PDT)
::There is, but damned if I remember it. ;-) --[[user:TomEdwards|TomEdwards]] 01:58, 1 Oct 2005 (PDT)
:::How about using [[Ent fire|ent_fire]] and send out SetRelationship input? [[User:N-neko|n-neko]] 02:39, 1 Oct 2005 (PDT)
:::How about using [[Ent fire|ent_fire]] and send out SetRelationship input? [[User:N-neko|n-neko]] 02:39, 1 Oct 2005 (PDT)
::::That's what I was thinking of. It's so obvious now...:o --[[user:TomEdwards|TomEdwards]] 05:22, 1 Oct 2005 (PDT)
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Is there someone here who can look at the source code for AI relationships? ...because they're complicated:
* If I put a "like" relation for !player towards a headcrab, I will lower my gun against it, but if the crab it hostile (set to "hate"), I will raise my gun when it spots me.
* I can also still shoot headcrabs I like with my gun lowered.
* A metropolice will still attack when set to "fear" (at least the player).
I could do a lot of testing, but it would be easier if someone could check the sourcecode.
--[[User:Andreasen|Andreasen]] 00:09, 8 Apr 2006 (PDT)
== combine_mine ==
Can [[combine_mine]]s have their relationships changed? --[[user:TomEdwards|TomEdwards]] 09:41, 26 Oct 2007 (PDT)
:No. It's coded to be static...not sure about episode two tho&mdash;'''[[User:Ts2do|ts2do]]''' 12:43, 26 Oct 2007 (PDT)
== PC Classes ==
For Mods which use PC Classes; can AI Relationships be configured to distinguish between different PC Classes, are are we stuck with 'Players'? --[[User:Beeswax|Beeswax]] 07:16, 17 Dec 2007 (PST)
== used in portal 2 ==
Some official uses in portal 2 maps.
<pre>
sp_a2_bts4.bsp:"classname" "ai_relationship"
sp_a2_bts4.bsp:"classname" "ai_relationship"
sp_a2_bts4.bsp:"classname" "ai_relationship"
sp_a4_jump_polarity.bsp:"targetname" "turret_1_ai_relationship"
sp_a4_jump_polarity.bsp:"classname" "ai_relationship"
sp_a4_tb_polarity.bsp:"targetname" "turret_1_ai_relationship"
sp_a4_tb_polarity.bsp:"classname" "ai_relationship"
</pre> --[[User:Nescius|Nescius]] ([[User talk:Nescius|talk]]) 10:29, 11 May 2025 (PDT)

Latest revision as of 10:29, 11 May 2025


How does one get an NPC to shoot at a particular object (not another NPC)? ai_relationship doesn't work for this, and ai_changetarget doesn't affect NPCs. —Maven (talk) 12:05, 17 Sep 2005 (PDT)

Ah, it seems to be done with an npc_bullseye, somehow. —Maven (talk) 14:44, 17 Sep 2005 (PDT)
Example --wisemx 15:38, 17 Sep 2005 (PDT)
Thank you. —Maven (talk) 17:04, 17 Sep 2005 (PDT)

Is it possible to do something like this in-game? --AndrewNeo 11:07, 30 Sep 2005 (PDT)

It is in-game...--TomEdwards 11:29, 30 Sep 2005 (PDT)
Sorry, stupid question. I meant in the console. --AndrewNeo 18:48, 30 Sep 2005 (PDT)
There is, but damned if I remember it. ;-) --TomEdwards 01:58, 1 Oct 2005 (PDT)
How about using ent_fire and send out SetRelationship input? n-neko 02:39, 1 Oct 2005 (PDT)
That's what I was thinking of. It's so obvious now...:o --TomEdwards 05:22, 1 Oct 2005 (PDT)

Is there someone here who can look at the source code for AI relationships? ...because they're complicated:

  • If I put a "like" relation for !player towards a headcrab, I will lower my gun against it, but if the crab it hostile (set to "hate"), I will raise my gun when it spots me.
  • I can also still shoot headcrabs I like with my gun lowered.
  • A metropolice will still attack when set to "fear" (at least the player).

I could do a lot of testing, but it would be easier if someone could check the sourcecode. --Andreasen 00:09, 8 Apr 2006 (PDT)

combine_mine

Can combine_mines have their relationships changed? --TomEdwards 09:41, 26 Oct 2007 (PDT)

No. It's coded to be static...not sure about episode two tho—ts2do 12:43, 26 Oct 2007 (PDT)

PC Classes

For Mods which use PC Classes; can AI Relationships be configured to distinguish between different PC Classes, are are we stuck with 'Players'? --Beeswax 07:16, 17 Dec 2007 (PST)

used in portal 2

Some official uses in portal 2 maps.

sp_a2_bts4.bsp:"classname" "ai_relationship"
sp_a2_bts4.bsp:"classname" "ai_relationship"
sp_a2_bts4.bsp:"classname" "ai_relationship"

sp_a4_jump_polarity.bsp:"targetname" "turret_1_ai_relationship"
sp_a4_jump_polarity.bsp:"classname" "ai_relationship"

sp_a4_tb_polarity.bsp:"targetname" "turret_1_ai_relationship"
sp_a4_tb_polarity.bsp:"classname" "ai_relationship"

--Nescius (talk) 10:29, 11 May 2025 (PDT)