AI Perception Behavior Enhancement: Difference between revisions
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HasCondition ( COND_HEAR_COMBAT ) ) | HasCondition ( COND_HEAR_COMBAT ) ) | ||
{ | { | ||
return SCHED_INVESTIGATE_SOUND;//E.Y.E , AI Search for the source of alert sound | |||
} | } | ||
==Conclusion== | ==Conclusion== | ||
I use this for own project [http://www.eye.streumon-studio.com E.Y.E] and it runs perfectly. | I use this for own project [http://www.eye.streumon-studio.com E.Y.E] and it runs perfectly. |
Revision as of 13:34, 26 December 2006
AI Perception behavior enhancement
In HL2, if a npc heard a sound but don't see the emiter of his one, it will keep staying in place. It will just turn in the direction of the sound for a time before redoing what it did before. With the modification below the NPC will investigate the source of the sound.
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 by :
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;//E.Y.E , AI Search for the source of alert sound }
Conclusion
I use this for own project E.Y.E and it runs perfectly.