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. 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]] ? -->. | ||
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== Decision making == | == Decision making == | ||
*[[ | *[[Decision_Making_Overview|Overview]] | ||
*[[NPC | *[[NPC Sensing|Sensing]] | ||
*[[ | *[[Condition|Conditions]] | ||
*[[State|States]] | *[[State|States]] | ||
*[[Schedule|Schedules]] | *[[Schedule|Schedules]] | ||
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*[[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]] | ||
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== Navigation == | == Navigation == | ||
=== Map-level === | === Map-level === | ||
*[[Nodegraph]] (HL2) or [[Navigation Meshes]] ( | *[[Nodegraph]] (HL2) or [[Navigation Meshes]] ([[NextBot]]) | ||
*[[hint nodes|Hint Nodes]] | *[[hint nodes|Hint Nodes]] | ||
*[[Assaults]] | *[[Assaults]] | ||
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*[[Make an NPC move somewhere]] | *[[Make an NPC move somewhere]] | ||
*[[NPC Debugging|Debug an NPC problem]] | *[[NPC Debugging|Debug an NPC problem]] | ||
*[[AI Perception Behavior Enhancement|Make NPCs investigate noises]] | |||
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== 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.'' | ||
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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
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NPC base classes
| |
DebuggingReturn to the Source Engine WIKI home for a full list of articles.
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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