AI Perception Behavior Enhancement: Difference between revisions
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m (Pretty sure that condition merging requires bitwise operators, if it even exists and works as intended.) |
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Alternate Code: | Alternate Code: | ||
if ( HasCondition ( COND_HEAR_DANGER | if ( HasCondition ( COND_HEAR_DANGER | COND_HEAR_PLAYER | COND_HEAR_WORLD | COND_HEAR_BULLET_IMPACT | COND_HEAR_COMBAT ) ) | ||
{ | { | ||
return SCHED_INVESTIGATE_SOUND; | return SCHED_INVESTIGATE_SOUND; | ||
Revision as of 03:21, 2 August 2016
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.