Category:Es/AI: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(created. needs translation.)
 
mNo edit summary
 
(10 intermediate revisions by 7 users not shown)
Line 1: Line 1:
{{lang|Category:AI|title=Categoría:IA}}
{{LanguageBar|title=Categoría:IA}}
{{translate in progress:es}}
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 {{LCategory|Choreography|Choreographed Scenes}}<!-- and {{L|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}}
{{category newcolumn|rowspan=6|width=50%|background-color=#F7F7F7|border-color=lightgray}}
{{category newcolumn|rowspan=6|width=50%|background-color=#F7F7F7|border-color=lightgray}}


== Decision making ==
== Decision making ==
*[[Decision_Making_Overview|Overview]]
*{{L|Decision_Making_Overview|Overview}}
*[[NPC Sensing|Sensing]]
*{{L|NPC Sensing|Sensing}}
*[[Condition|Conditions]]
*{{L|Condition|Conditions}}
*[[State|States]]
*{{L|State|States}}
*[[Schedule|Schedules]]
*{{L|Schedule|Schedules}}
*[[Task|Tasks]]
*{{L|Task|Tasks}}


== AI concepts ==
== AI concepts ==
*[[NPC_Memory|Memory]]
*{{L|NPC_Memory|Memory}}
*[[Ai relationship|Relationships]]
*{{L|Ai relationship|Relationships}}
*[[Readiness]]
*{{L|Readiness}}
*[[Squads]]
*{{L|Squads}}
*[[Behaviors]]
*{{L|Behaviors}}
**[[Behavior_ActBusy|Act Busy]]
**{{L|Behavior_ActBusy|Act Busy}}
**[[Assaults|Assault]]
**{{L|Assaults|Assault}}
**[[Ai_goal_follow|Follow]]
**{{L|Ai_goal_follow|Follow}}
**[[Behavior_FuncTank|FuncTank]]
**{{L|Behavior_FuncTank|FuncTank}}
**[[Ai_goal_lead|Lead]]
**{{L|Ai_goal_lead|Lead}}
**[[Behavior_Police|Police]]
**{{L|Behavior_Police|Police}}
**[[Standoffs|Standoff]]
**{{L|Standoffs|Standoff}}
*[[Interactions]]
*{{L|Interactions}}
*[[Move and Shoot]]
*{{L|Move and Shoot}}
*[[Look Targets]]
*{{L|Look Targets}}


== Navigation ==
== Navigation ==
=== Map-level ===
=== Map-level ===
*[[Nodegraph]] (HL2) or [[Navigation Meshes]] (CSS)
*{{L|Nodegraph}} (HL2) or {{L|Navigation Meshes}} (CSS)
*[[hint nodes|Hint Nodes]]
*{{L|hint nodes|Hint Nodes}}
*[[Assaults]]
*{{L|Assaults}}
*[[Node|AI Nodes]]
*{{L|Node|AI Nodes}}
*[[Path Corners]]
*{{L|Path Corners}}
*[[Routes]]
*{{L|Routes}}
*[[npc_route]]
*{{L|npc_route}}
*[[Track Pathers]]
*{{L|Track Pathers}}


=== Code-level ===
=== Code-level ===
*[[Move Probes]]
*{{L|Move Probes}}
*[[Move Solver]]
*{{L|Move Solver}}
*[[Plane Solver]]
*{{L|Plane Solver}}
*[[Local Navigator]]
*{{L|Local Navigator}}
*[[Navigator]]
*{{L|Navigator}}
*[[Motor]]
*{{L|Motor}}


== Animation ==
== Animation ==
*[[NPC Activities & Sequences|Activities]]
*{{L|NPC Activities & Sequences|Activities}}
*[[Anim Events]]
*{{L|Anim Events}}


== Speech ==
== Speech ==
*[[Speech Overview]]
*{{L|Speech Overview}}
*[[Response System|Response Rules]]
*{{L|Response System|Response Rules}}
*[[Sentences]]
*{{L|Sentences}}


{{category newcolumn|rowspan=1|width=50%|background-color=white|border-color=#E4DCCD}}
{{category newcolumn|rowspan=1|width=50%|background-color=white|border-color=#E4DCCD}}


== Map-level routines ==
== Map-level routines ==
*[[Actbusy]]
*{{L|Actbusy}}
*[[Assault|Assaults]]
*{{L|Assault|Assaults}}
*[[Standoffs]]
*{{L|Standoffs}}
*[[Squads]]
*{{L|Squads}}


{{category cell|width=50%|background-color=white|border-color=lightgray}}
{{category cell|width=50%|background-color=white|border-color=lightgray}}


== Introduction to AI programming ==
== Introduction to AI programming ==
*'''[[Creating an NPC|Make a new NPC]]'''
*'''{{L|Creating an NPC|Make a new NPC}}'''
*[[Add a new attack to an NPC]]
*{{L|Add a new attack to an NPC}}
*[[Make an NPC move somewhere]]
*{{L|Make an NPC move somewhere}}
*[[NPC Debugging|Debug an NPC problem]]
*{{L|NPC Debugging|Debug an NPC problem}}
*[[AI Perception Behavior Enhancement|Make NPCs investigate noises]]
*{{L|AI Perception Behavior Enhancement|Make NPCs investigate noises}}


{{category cell|width=50%|background-color=white|border-color=lightgray}}
{{category cell|width=50%|background-color=white|border-color=lightgray}}


== Good NPCs to learn from ==
== Good NPCs to learn from ==
*[[AILearn_Zombie|Zombie]] (Basic Melee NPC)
*{{L|AILearn_Zombie|Zombie}} (Basic Melee NPC)
*[[AILearn_CombineSoldier|Combine Soldier]] (Fully fledged Squad NPC)
*{{L|AILearn_CombineSoldier|Combine Soldier}} (Fully fledged Squad NPC)
*[[AILearn_Alyx|Alyx]] (Companion NPC)
*{{L|AILearn_Alyx|Alyx}} (Companion NPC)
*[[AILearn_Rollermine|Rollermine]] (Physically simulated NPC)
*{{L|AILearn_Rollermine|Rollermine}} (Physically simulated NPC)


{{category cell|width=50%|background-color=white|border-color=lightgray}}
{{category cell|width=50%|background-color=white|border-color=lightgray}}


== NPC base classes ==
== NPC base classes ==
*[[Base NPC]] (CAI_BaseNPC)
*{{L|Base NPC}} (CAI_BaseNPC)
*[[Base Humanoid]] (CAI_BaseHumanoid)
*{{L|Base Humanoid}} (CAI_BaseHumanoid)
*[[Base Actor]] (CAI_BaseActor)
*{{L|Base Actor}} (CAI_BaseActor)
*[[Player Ally]] (CAI_PlayerAlly)
*{{L|Player Ally}} (CAI_PlayerAlly)
*[[Player Companion]] (CNPC_PlayerCompanion)
*{{L|Player Companion}} (CNPC_PlayerCompanion)
*[[Expressor Host]]
*{{L|Expressor Host}}
*[[Behavior Host]]
*{{L|Behavior Host}}


{{category cell|background-color=#FBF7EA|border-color=lightgray}}
{{category cell|background-color=#FBF7EA|border-color=lightgray}}


== Debugging ==
== Debugging ==
* ''[[:Category:AI_Commands|AI Debugging Commands]]''
* ''{{LCategory|AI_commands|AI Debugging Commands}}''


{{category end}}
{{category end}}


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


''If you cannot see a list below this notice, [[:Category:AI#|click here]].''
''If you cannot see a list below this notice, [[:Category:AI#|click here]].''


[[Category:Level Design:es]][[Category:Modding:es]]
{{ACategory|Level Design}}
{{ACategory|Modding}}

Latest revision as of 10:47, 25 May 2025

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)
Info content.png
This page needs to be translated.
This page either contains information that is only partially or incorrectly translated, or there isn't a translation yet.
If this page cannot be translated for some reason, or is left untranslated for an extended period of time after this notice is posted, the page should be requested to be deleted.
Also, please make sure the article complies with the alternate languages guide.(en)
This notice is put here by LanguageBar template and if you want to remove it after updating the translation you can do so on this page.


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(en).

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(en) for a full list of articles.


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

Pages in category "Es/AI"

The following 3 pages are in this category, out of 3 total.