AI Perception Behavior Enhancement: Difference between revisions

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In HL2, if an idle NPC hears a sound but doesn't see its emitter, it will only turn in the direction of the sound for a bit before returning to its previous action.
In [[Half-Life 2]], if an idle [[NPC]] hears a sound but doesn't see its emitter, it will only turn in the direction of the sound for a bit before returning to its previous action.


With the modification below the NPC will investigate the source of the sound instead.
With the modification below the NPC will investigate the source of the sound instead.

Revision as of 17:58, 13 March 2011

In Half-Life 2, if an idle NPC hears a sound but doesn't see its emitter, it will only turn in the direction of the sound for a bit before returning to its previous action.

With the modification below the NPC will investigate the source of the sound instead.

Open the ai_basenpc_schedule.cpp file and look for the function SelectAlertSchedule(). Look for the following code:

	if ( HasCondition ( COND_HEAR_DANGER ) ||
			  HasCondition ( COND_HEAR_PLAYER ) ||
			  HasCondition ( COND_HEAR_WORLD  ) ||
			  HasCondition ( COND_HEAR_BULLET_IMPACT ) ||
			  HasCondition ( COND_HEAR_COMBAT ) )
	{
		return SCHED_ALERT_FACE_BESTSOUND;

	}

Replace this code with:

	if ( HasCondition ( COND_HEAR_DANGER ) ||
			  HasCondition ( COND_HEAR_PLAYER ) ||
			  HasCondition ( COND_HEAR_WORLD  ) ||
			  HasCondition ( COND_HEAR_BULLET_IMPACT ) ||
			  HasCondition ( COND_HEAR_COMBAT ) )
	{
		
		return SCHED_INVESTIGATE_SOUND;
	}

Alternate Code:

	if ( HasCondition ( COND_HEAR_DANGER || COND_HEAR_PLAYER || COND_HEAR_WORLD || COND_HEAR_BULLET_IMPACT || COND_HEAR_COMBAT ) )
	{
		return SCHED_INVESTIGATE_SOUND;
	}


Conclusion

With this code, as soon as NPC hears sounds that meet conditions, they will investigate it.