Talk:Ai relationship: Difference between revisions
ElecHeadMatt (talk | contribs) (Player Relationship) |
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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. —'''[[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. —'''[[User:Maven|Maven]]''' <sup>([[User talk:Maven|talk]])</sup> 14:44, 17 Sep 2005 (PDT) | |||
:[http://sdknuts.net/tutorials/wiseNPC02.asp Example] --[[User:Mark WiseCarver|wisemx]] 15:38, 17 Sep 2005 (PDT) | |||
::Thank you. —'''[[User:Maven|Maven]]''' <sup>([[User talk:Maven|talk]])</sup> 17:04, 17 Sep 2005 (PDT) | |||
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Is it possible to do something like this in-game? --[[User:AndrewNeo|AndrewNeo]] 11:07, 30 Sep 2005 (PDT) | |||
:It is in-game...--[[user:TomEdwards|TomEdwards]] 11:29, 30 Sep 2005 (PDT) | |||
:Sorry, stupid question. I meant in the console. --[[User:AndrewNeo|AndrewNeo]] 18:48, 30 Sep 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) | |||
::::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—'''[[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)
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)
- How about using ent_fire and send out SetRelationship input? n-neko 02:39, 1 Oct 2005 (PDT)
- There is, but damned if I remember it. ;-) --TomEdwards 01:58, 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"