Category:AI: Difference between revisions

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== Decision making ==
== Decision making ==
*[[Decision Making Overview|Overview]]
*[[Decision_Making_Overview|Overview]]
*[[NPC Sensing|Sensing]]
*[[NPC Sensing|Sensing]]
*[[Condition]]s
*[[Condition|Conditions]]
*[[State]]s
*[[State|States]]
*[[Schedule]]s
*[[Schedule|Schedules]]
*[[Task]]s
*[[Task|Tasks]]


== AI concepts ==
== AI concepts ==
*[[NPC Memory|Memory]]
*[[NPC_Memory|Memory]]
*[[Ai relationship|Relationships]]
*[[Ai relationship|Relationships]]
*[[Readiness]]
*[[Readiness]]
*[[Squads]]
*[[Squads]]
*[[Behaviors]]
*[[Behaviors]]
**[[Behavior ActBusy|Act Busy]]
**[[Behavior_ActBusy|Act Busy]]
**[[Assaults|Assault]]
**[[Assaults|Assault]]
**[[Ai goal follow|Follow]]
**[[Ai_goal_follow|Follow]]
**[[Behavior FuncTank|FuncTank]]
**[[Behavior_FuncTank|FuncTank]]
**[[Ai goal lead|Lead]]
**[[Ai_goal_lead|Lead]]
**[[Behavior Police|Police]]
**[[Behavior_Police|Police]]
**[[Standoffs|Standoff]]
**[[Standoffs|Standoff]]
*[[Interactions]]
*[[Interactions]]
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*[[Path Corners]]
*[[Path Corners]]
*[[Routes]]
*[[Routes]]
*[[npc route]]
*[[npc_route]]
*[[Track Pathers]]
*[[Track Pathers]]


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== Map-level routines ==
== Map-level routines ==
*[[Actbusy]]
*[[Actbusy]]
*[[Assault]]s
*[[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_Zombie|Zombie]] (Basic Melee NPC)
*[[AILearn CombineSoldier|Combine Soldier]] (Fully fledged Squad NPC)
*[[AILearn_CombineSoldier|Combine Soldier]] (Fully fledged Squad NPC)
*[[AILearn Alyx|Alyx]] (Companion NPC)
*[[AILearn_Alyx|Alyx]] (Companion NPC)
*[[AILearn Rollermine|Rollermine]] (Physically simulated NPC)
*[[AILearn_Rollermine|Rollermine]] (Physically simulated NPC)


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== Debugging ==
== Debugging ==
* ''[[:Category:AI commands|AI Debugging Commands]]''
* ''[[:Category:AI_commands|AI Debugging Commands]]''


{{category end}}
{{category end}}

Revision as of 02:45, 4 January 2024

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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 making

AI concepts

Navigation

Map-level

Code-level

Animation

Speech

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

N