PAS: Difference between revisions
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{{TODO|clarify: PAS is a kind of bounding-box for Player or NPC AI sound detection. It is measured as the set [[visleafs]] which are ''audible'' from the visleaf occupied by the [[NPC_Sensing|Sensing NPC]] or Player. Similar to [[PVS]], A PAS-test is only the first filter that a sound must pass in order to be audible to the NPC. (note: PAS is referred to in BSP compile log). See [[Talk:NPC_Sensing]]}} | {{TODO|clarify: PAS is a kind of bounding-box for Player or NPC AI sound detection. It is measured as the set [[visleafs]] which are ''audible'' from the visleaf occupied by the [[NPC_Sensing|Sensing NPC]] or Player. Similar to [[PVS]], A PAS-test is only the first filter that a sound must pass in order to be audible to the NPC. (note: PAS is referred to in BSP compile log). See [[Talk:NPC_Sensing]]}} | ||
==See also== | |||
*[[NPC Sensing]] - The group that PAS falls under. | |||
*[[AI Perception Behavior Enhancement]] - An easy code edit that will make an NPC investigate any sound it hears. | |||
*[[Talk:NPC Sensing]] - Information about PAS. | |||
[[Category:Glossary]] | [[Category:Glossary]] |
Revision as of 13:49, 2 February 2011
PAS or Potentially Audible Set
Todo: clarify: PAS is a kind of bounding-box for Player or NPC AI sound detection. It is measured as the set visleafs which are audible from the visleaf occupied by the Sensing NPC or Player. Similar to PVS, A PAS-test is only the first filter that a sound must pass in order to be audible to the NPC. (note: PAS is referred to in BSP compile log). See Talk:NPC_Sensing
See also
- NPC Sensing - The group that PAS falls under.
- AI Perception Behavior Enhancement - An easy code edit that will make an NPC investigate any sound it hears.
- Talk:NPC Sensing - Information about PAS.