Category:AI: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
 
(9 intermediate revisions by 7 users not shown)
Line 1: Line 1:
{{otherlang2
{{LanguageBar}}
|es=Category:Modding:es
|ru=Category:AI:ru
}}
AI stands for [[Wikipedia:Artificial intelligence|Artificial Intelligence]] and controls the behaviour of all but the simplest of NPC actions. Source's AI is not to be confused with Half-Life 2's restrained implementation of it: it is very powerful and very clever. This category will provide an overview of how to implement and manage AI in your Source game or map. As an alternative to AI, NPC actions can also be controlled by [[:category:Choreography|Choreographed Scenes]]<!-- and [[Inputs and Outputs]] ? -->.
AI stands for [[Wikipedia:Artificial intelligence|Artificial Intelligence]] and controls the behaviour of all but the simplest of NPC actions. Source's AI is not to be confused with Half-Life 2's restrained implementation of it: it is very powerful and very clever. This category will provide an overview of how to implement and manage AI in your Source game or map. As an alternative to AI, NPC actions can also be controlled by [[:category:Choreography|Choreographed Scenes]]<!-- and [[Inputs and Outputs]] ? -->.
{{category header|background-color=#E0E0E0|border-color=lightgray}}
{{category header|background-color=#E0E0E0|border-color=lightgray}}
Line 34: Line 31:
== Navigation ==
== Navigation ==
=== Map-level ===
=== Map-level ===
*[[Nodegraph]] (HL2) or [[Navigation Meshes]] (CSS)
*[[Nodegraph]] (HL2) or [[Navigation Meshes]] ([[NextBot]])
*[[hint nodes|Hint Nodes]]
*[[hint nodes|Hint Nodes]]
*[[Assaults]]
*[[Assaults]]
Line 99: Line 96:


== Debugging ==
== Debugging ==
* ''[[:Category:AI_Commands|AI Debugging Commands]]''
* ''[[:Category:AI_commands|AI Debugging Commands]]''
 
* ''[[NPC Debugging|NPC Debugging]]''
{{category end}}


''Return to the [[SDK Docs|Source Engine WIKI home]] for a full list of articles.''
''Return to the [[SDK Docs|Source Engine WIKI home]] for a full list of articles.''

Latest revision as of 20:56, 7 October 2024

English (en)Deutsch (de)Español (es)Hrvatski (hr)한국어 (ko)Português do Brasil (pt-br)Русский (ru)中文 (zh)中文(臺灣) (zh-tw)Translate (Translate)

AI stands for Artificial Intelligence and controls the behaviour of all but the simplest of NPC actions. Source's AI is not to be confused with Half-Life 2's restrained implementation of it: it is very powerful and very clever. This category will provide an overview of how to implement and manage AI in your Source game or map. As an alternative to AI, NPC actions can also be controlled by Choreographed Scenes.

Decision making

AI concepts

Navigation

Map-level

Code-level

Animation

Speech

Map-level routines

Introduction to AI programming

Good NPCs to learn from

NPC base classes

Debugging

Return to the Source Engine WIKI home for a full list of articles.


If you cannot see a list below this notice, click here.

Subcategories

This category has the following 5 subcategories, out of 5 total.

A

N