Category:AI: Difference between revisions
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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. | {{LanguageBar}} | ||
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 | == Decision making == | ||
*[[Decision_Making_Overview|Overview]] | *[[Decision_Making_Overview|Overview]] | ||
*[[NPC Sensing|Sensing]] | *[[NPC Sensing|Sensing]] | ||
*[[Condition|Conditions]] | *[[Condition|Conditions]] | ||
*[[ | *[[State|States]] | ||
*[[Schedules]] | *[[Schedule|Schedules]] | ||
*[[Tasks]] | *[[Task|Tasks]] | ||
==AI | == AI concepts == | ||
*[[Memory]] | *[[NPC_Memory|Memory]] | ||
*[[Relationships]] | *[[Ai relationship|Relationships]] | ||
*[[Readiness]] | *[[Readiness]] | ||
*[[Squads]] | *[[Squads]] | ||
*[[Behaviors]] | *[[Behaviors]] | ||
**[[Behavior_ActBusy|Act Busy]] | **[[Behavior_ActBusy|Act Busy]] | ||
**[[ | **[[Assaults|Assault]] | ||
**[[ | **[[Ai_goal_follow|Follow]] | ||
**[[Behavior_FuncTank|FuncTank]] | **[[Behavior_FuncTank|FuncTank]] | ||
**[[ | **[[Ai_goal_lead|Lead]] | ||
**[[Behavior_Police|Police]] | **[[Behavior_Police|Police]] | ||
**[[ | **[[Standoffs|Standoff]] | ||
*[[Interactions]] | *[[Interactions]] | ||
*[[Move and Shoot]] | *[[Move and Shoot]] | ||
*[[Look Targets]] | *[[Look Targets]] | ||
==Navigation== | == Navigation == | ||
===Map-level=== | === Map-level === | ||
*[[Nodegraph]] | *[[Nodegraph]] (HL2) or [[Navigation Meshes]] ([[NextBot]]) | ||
*[[AI Nodes]] | *[[hint nodes|Hint Nodes]] | ||
*[[Assaults]] | |||
*[[Node|AI Nodes]] | |||
*[[Path Corners]] | *[[Path Corners]] | ||
*[[Routes]] | *[[Routes]] | ||
*[[npc_route]] | |||
*[[Track Pathers]] | *[[Track Pathers]] | ||
===Code-level=== | === Code-level === | ||
*[[Move Probes]] | *[[Move Probes]] | ||
*[[Move Solver]] | *[[Move Solver]] | ||
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*[[Motor]] | *[[Motor]] | ||
==Animation== | == Animation == | ||
*[[Activities]] | *[[NPC Activities & Sequences|Activities]] | ||
*[[Anim Events]] | *[[Anim Events]] | ||
==Speech== | == Speech == | ||
*[[Speech Overview]] | *[[Speech Overview]] | ||
*[[Response Rules]] | *[[Response System|Response Rules]] | ||
*[[Sentences]] | *[[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]] | *[[Actbusy]] | ||
*[[Assaults]] | *[[Assault|Assaults]] | ||
*[[Standoffs]] | *[[Standoffs]] | ||
*[[Squads]] | *[[Squads]] | ||
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{{category cell|width=50%|background-color=white|border-color=lightgray}} | {{category cell|width=50%|background-color=white|border-color=lightgray}} | ||
==Introduction to AI | == Introduction to AI programming == | ||
*[[ | *'''[[Creating an NPC|Make a new NPC]]''' | ||
*[[ | *[[Add a new attack to an NPC]] | ||
*[[ | *[[Make an NPC move somewhere]] | ||
*[[ | *[[NPC Debugging|Debug an NPC problem]] | ||
*[[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 | == Good NPCs to learn from == | ||
*[[AILearn_Zombie|Zombie]] (Basic Melee NPC) | *[[AILearn_Zombie|Zombie]] (Basic Melee NPC) | ||
*[[AILearn_CombineSoldier|Combine Soldier]] (Fully fledged Squad NPC) | *[[AILearn_CombineSoldier|Combine Soldier]] (Fully fledged Squad NPC) | ||
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{{category cell|width=50%|background-color=white|border-color=lightgray}} | {{category cell|width=50%|background-color=white|border-color=lightgray}} | ||
==NPC | == NPC base classes == | ||
*[[Base NPC]] (CAI_BaseNPC) | *[[Base NPC]] (CAI_BaseNPC) | ||
*[[Base Humanoid]] (CAI_BaseHumanoid) | *[[Base Humanoid]] (CAI_BaseHumanoid) | ||
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{{category cell|background-color=#FBF7EA|border-color=lightgray}} | {{category cell|background-color=#FBF7EA|border-color=lightgray}} | ||
==Debugging== | == Debugging == | ||
* ''[[:Category: | * ''[[:Category:AI_commands|AI Debugging Commands]]'' | ||
* ''[[NPC Debugging|NPC Debugging]]'' | |||
''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.'' | ||
__NOTOC__ | __NOTOC__ | ||
Latest revision as of 20:56, 7 October 2024
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
| |
DebuggingReturn to the Source Engine WIKI home for a full list of articles.
|
Subcategories
This category has the following 5 subcategories, out of 5 total.
A
- AI commands (4 P)
- AI Programming (37 P)
Pages in category "AI"
The following 74 pages are in this category, out of 74 total.
A
- Actbusy
- Actbusy Queues
- Ai ally manager
- Ai attached item manager
- Ai battle line
- Ai changehintgroup
- Ai changetarget
- Ai citizen response system
- Ai goal actbusy
- Ai goal actbusy queue
- Ai goal assault
- Ai goal follow
- Ai goal injured follow
- Ai goal lead
- Ai goal lead weapon
- Ai goal operator
- Ai goal patrol
- Ai goal police
- Ai goal standoff
- AI Learning: CombineSoldier
- AI Learning: Zombie
- AI Metrics
- Ai network
- Ai npc eventresponsesystem
- Ai relationship
- Ai script conditions
- Ai sound
- Ai speechfilter
- AI Visually Interesting
- AIN
- Aiscripted schedule
- Assault
- Assault assaultpoint
- Assault rallypoint