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{{ | {{LanguageBar|title=Categoría:IA}} | ||
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 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 == | ||
* | *{{L|Decision_Making_Overview|Overview}} | ||
* | *{{L|NPC Sensing|Sensing}} | ||
* | *{{L|Condition|Conditions}} | ||
* | *{{L|State|States}} | ||
* | *{{L|Schedule|Schedules}} | ||
* | *{{L|Task|Tasks}} | ||
== AI concepts == | == AI concepts == | ||
* | *{{L|NPC_Memory|Memory}} | ||
* | *{{L|Ai relationship|Relationships}} | ||
* | *{{L|Readiness}} | ||
* | *{{L|Squads}} | ||
* | *{{L|Behaviors}} | ||
** | **{{L|Behavior_ActBusy|Act Busy}} | ||
** | **{{L|Assaults|Assault}} | ||
** | **{{L|Ai_goal_follow|Follow}} | ||
** | **{{L|Behavior_FuncTank|FuncTank}} | ||
** | **{{L|Ai_goal_lead|Lead}} | ||
** | **{{L|Behavior_Police|Police}} | ||
** | **{{L|Standoffs|Standoff}} | ||
* | *{{L|Interactions}} | ||
* | *{{L|Move and Shoot}} | ||
* | *{{L|Look Targets}} | ||
== Navigation == | == Navigation == | ||
=== Map-level === | === Map-level === | ||
* | *{{L|Nodegraph}} (HL2) or {{L|Navigation Meshes}} (CSS) | ||
* | *{{L|hint nodes|Hint Nodes}} | ||
* | *{{L|Assaults}} | ||
* | *{{L|Node|AI Nodes}} | ||
* | *{{L|Path Corners}} | ||
* | *{{L|Routes}} | ||
* | *{{L|npc_route}} | ||
* | *{{L|Track Pathers}} | ||
=== Code-level === | === Code-level === | ||
* | *{{L|Move Probes}} | ||
* | *{{L|Move Solver}} | ||
* | *{{L|Plane Solver}} | ||
* | *{{L|Local Navigator}} | ||
* | *{{L|Navigator}} | ||
* | *{{L|Motor}} | ||
== Animation == | == Animation == | ||
* | *{{L|NPC Activities & Sequences|Activities}} | ||
* | *{{L|Anim Events}} | ||
== Speech == | == Speech == | ||
* | *{{L|Speech Overview}} | ||
* | *{{L|Response System|Response Rules}} | ||
* | *{{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 == | ||
* | *{{L|Actbusy}} | ||
* | *{{L|Assault|Assaults}} | ||
* | *{{L|Standoffs}} | ||
* | *{{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 == | ||
*''' | *'''{{L|Creating an NPC|Make a new NPC}}''' | ||
* | *{{L|Add a new attack to an NPC}} | ||
* | *{{L|Make an NPC move somewhere}} | ||
* | *{{L|NPC Debugging|Debug an NPC problem}} | ||
* | *{{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 == | ||
* | *{{L|AILearn_Zombie|Zombie}} (Basic Melee NPC) | ||
* | *{{L|AILearn_CombineSoldier|Combine Soldier}} (Fully fledged Squad NPC) | ||
* | *{{L|AILearn_Alyx|Alyx}} (Companion 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 == | ||
* | *{{L|Base NPC}} (CAI_BaseNPC) | ||
* | *{{L|Base Humanoid}} (CAI_BaseHumanoid) | ||
* | *{{L|Base Actor}} (CAI_BaseActor) | ||
* | *{{L|Player Ally}} (CAI_PlayerAlly) | ||
* | *{{L|Player Companion}} (CNPC_PlayerCompanion) | ||
* | *{{L|Expressor Host}} | ||
* | *{{L|Behavior Host}} | ||
{{category cell|background-color=#FBF7EA|border-color=lightgray}} | {{category cell|background-color=#FBF7EA|border-color=lightgray}} | ||
== Debugging == | == Debugging == | ||
* '' | * ''{{LCategory|AI_commands|AI Debugging Commands}}'' | ||
{{category end}} | {{category end}} | ||
''Return to the | ''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]].'' | ||
{{ACategory|Level Design}} | |||
{{ACategory|Modding}} |
Latest revision as of 10:47, 25 May 2025

This page needs to be translated.
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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.
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 .
Decision makingAI conceptsMap-level
Code-levelAnimationSpeech |
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.
Pages in category "Es/AI"
The following 3 pages are in this category, out of 3 total.