Talk:PVS: Difference between revisions
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How about '''Perceptible Visleaf Set''' as it seems to be used for the 'perceptual field' of an NPC ? Also, I get the feeling that PVS includes 'audible' stimuli as well as 'visible' stimuli ? --[[User:Beeswax|Beeswax]] | How about '''Perceptible Visleaf Set''' as it seems to be used for the 'perceptual field' of an NPC ? Also, I get the feeling that PVS includes 'audible' stimuli as well as 'visible' stimuli ? --[[User:Beeswax|Beeswax]] | ||
:It's logical that an NPC would only check visibility for entities within its PVS, but that doesn't mean the acronym changes. :-p No need to add ''another'' variation. What I will do is update the article to reflect the fact that entities can have PVS too. --[[user:TomEdwards|TomEdwards]] 10:50, 27 Feb 2008 (PST) | |||
== fgd references to PVS == | == fgd references to PVS == |
Revision as of 11:50, 27 February 2008
How about Perceptible Visleaf Set as it seems to be used for the 'perceptual field' of an NPC ? Also, I get the feeling that PVS includes 'audible' stimuli as well as 'visible' stimuli ? --Beeswax
- It's logical that an NPC would only check visibility for entities within its PVS, but that doesn't mean the acronym changes. :-p No need to add another variation. What I will do is update the article to reflect the fact that entities can have PVS too. --TomEdwards 10:50, 27 Feb 2008 (PST)
fgd references to PVS
- BaseNPC "sleepstate" choices
- 0 : "None"
- 1 : "Waiting for threat"
- 2 : "Waiting for PVS"
- 3 : "Waiting for input, ignore PVS"
- 4 : "Auto PVS"
- 5 : "Auto PVS after PVS"
- BaseNPC spawnflag : 1024: "Think outside PVS" : 0
- func_detail : "Detail brushes do NOT contribute to visibility in the PVS."
- func_reflective_glass : "have 1 reflective glass in your view frustum ( + pvs ) at a time."
- ai_script_conditions : ActorInPVS(choices) : "Actor in Player's PVS ... Checks that the actor is in the player's PVS"
- item_dynamic_resupply : "A dynamic item. When the player enters the PVS of this entity, it will determine the item most needed by the player, spawn one of those items, and remove itself."