Category:AI: Difference between revisions
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*[[NPC Sensing|Sensing]] | *[[NPC Sensing|Sensing]] | ||
*[[Condition|Conditions]] | *[[Condition|Conditions]] | ||
*[[ | *[[States]] | ||
*[[Schedules]] | *[[Schedules]] | ||
*[[Tasks]] | *[[Tasks]] |
Revision as of 11:24, 23 February 2008
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.
Decision MakingAI ConceptsMap-levelCode-levelAnimationSpeech |
Map-level routines |
Introduction to AI Programming | |
Good NPCs To Learn From
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NPC Base Classes
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Debugging |
Return to the Source Engine WIKI home for a full list of articles. Template:Otherlang:en Template:Otherlang:en:es
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