Category:Es/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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''If you cannot see a list below this notice, [[:Category:AI#|click here]].'' | ''If you cannot see a list below this notice, [[:Category:AI#|click here]].'' | ||
[[Category:Level Design | [[Category:Level Design]][[Category:Modding]] |
Revision as of 06:14, 27 March 2024

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Also, please make sure the article complies with the alternate languages guide.
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If this page cannot be translated for some reason, or is left untranslated for an extended period of time after this notice is posted, the page should be requested to be deleted.
Also, please make sure the article complies with the alternate languages guide.
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.
Pages in category "Es/AI"
The following 3 pages are in this category, out of 3 total.