Category:AI: Difference between revisions
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== Decision making == | == Decision making == | ||
*[[ | *[[Decision_Making_Overview|Overview]] | ||
*[[NPC Sensing|Sensing]] | *[[NPC Sensing|Sensing]] | ||
*[[Condition]] | *[[Condition|Conditions]] | ||
*[[State]] | *[[State|States]] | ||
*[[Schedule]] | *[[Schedule|Schedules]] | ||
*[[Task]] | *[[Task|Tasks]] | ||
== AI concepts == | == AI concepts == | ||
*[[ | *[[NPC_Memory|Memory]] | ||
*[[Ai relationship|Relationships]] | *[[Ai relationship|Relationships]] | ||
*[[Readiness]] | *[[Readiness]] | ||
*[[Squads]] | *[[Squads]] | ||
*[[Behaviors]] | *[[Behaviors]] | ||
**[[ | **[[Behavior_ActBusy|Act Busy]] | ||
**[[Assaults|Assault]] | **[[Assaults|Assault]] | ||
**[[ | **[[Ai_goal_follow|Follow]] | ||
**[[ | **[[Behavior_FuncTank|FuncTank]] | ||
**[[ | **[[Ai_goal_lead|Lead]] | ||
**[[ | **[[Behavior_Police|Police]] | ||
**[[Standoffs|Standoff]] | **[[Standoffs|Standoff]] | ||
*[[Interactions]] | *[[Interactions]] | ||
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*[[Path Corners]] | *[[Path Corners]] | ||
*[[Routes]] | *[[Routes]] | ||
*[[ | *[[npc_route]] | ||
*[[Track Pathers]] | *[[Track Pathers]] | ||
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== Map-level routines == | == Map-level routines == | ||
*[[Actbusy]] | *[[Actbusy]] | ||
*[[Assault]] | *[[Assault|Assaults]] | ||
*[[Standoffs]] | *[[Standoffs]] | ||
*[[Squads]] | *[[Squads]] | ||
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== Good NPCs to learn from == | == Good NPCs to learn from == | ||
*[[ | *[[AILearn_Zombie|Zombie]] (Basic Melee NPC) | ||
*[[ | *[[AILearn_CombineSoldier|Combine Soldier]] (Fully fledged Squad NPC) | ||
*[[ | *[[AILearn_Alyx|Alyx]] (Companion NPC) | ||
*[[ | *[[AILearn_Rollermine|Rollermine]] (Physically simulated NPC) | ||
{{category cell|width=50%|background-color=white|border-color=lightgray}} | {{category cell|width=50%|background-color=white|border-color=lightgray}} | ||
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== Debugging == | == Debugging == | ||
* ''[[:Category: | * ''[[:Category:AI_commands|AI Debugging Commands]]'' | ||
{{category end}} | {{category end}} |
Revision as of 02:45, 4 January 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
| |
Debugging |
Return to the Source Engine WIKI home for a full list of articles.
If you cannot see a list below this notice, click here.
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