AI Perception Behavior Enhancement: Difference between revisions
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" Tasks" | " Tasks" | ||
" TASK_STOP_MOVING | " TASK_STOP_MOVING 0" | ||
" TASK_STORE_LASTPOSITION 0" | " TASK_STORE_LASTPOSITION 0" | ||
// | // " TASK_SET_TOLERANCE_DISTANCE 32" | ||
" TASK_GET_PATH_TO_BESTSOUND | " TASK_GET_PATH_TO_BESTSOUND 0" | ||
" TASK_FACE_IDEAL 0" | " TASK_FACE_IDEAL 0" | ||
" TASK_RUN_PATH | " TASK_RUN_PATH 0" | ||
" TASK_WAIT_FOR_MOVEMENT | " TASK_WAIT_FOR_MOVEMENT 0" | ||
" TASK_STOP_MOVING | " TASK_STOP_MOVING 0" | ||
" TASK_WAIT | " TASK_WAIT 5" | ||
" TASK_GET_PATH_TO_LASTPOSITION | " TASK_GET_PATH_TO_LASTPOSITION 0" | ||
" TASK_WALK_PATH | " TASK_WALK_PATH 0" | ||
" TASK_WAIT_FOR_MOVEMENT | " TASK_WAIT_FOR_MOVEMENT 0" | ||
" TASK_STOP_MOVING | " TASK_STOP_MOVING 0" | ||
" TASK_CLEAR_LASTPOSITION 0" | " TASK_CLEAR_LASTPOSITION 0" | ||
" TASK_FACE_REASONABLE | " TASK_FACE_REASONABLE 0" | ||
"" | "" | ||
Line 112: | Line 112: | ||
" Tasks" | " Tasks" | ||
" TASK_STOP_MOVING | " TASK_STOP_MOVING 0" | ||
" TASK_STORE_LASTPOSITION 0" | " TASK_STORE_LASTPOSITION 0" | ||
// " TASK_SET_TOLERANCE_DISTANCE 32" | // " TASK_SET_TOLERANCE_DISTANCE 32" | ||
" TASK_GET_PATH_TO_BESTSOUND 0" | " TASK_GET_PATH_TO_BESTSOUND 0" | ||
" TASK_FACE_IDEAL | " TASK_FACE_IDEAL 0" | ||
" TASK_RUN_PATH | " TASK_RUN_PATH 0" | ||
" TASK_WAIT_FOR_MOVEMENT 0" | " TASK_WAIT_FOR_MOVEMENT 0" | ||
" TASK_STOP_MOVING | " TASK_STOP_MOVING 0" | ||
" TASK_WAIT | " TASK_WAIT 5" | ||
" TASK_GET_PATH_TO_LASTPOSITION 0" | " TASK_GET_PATH_TO_LASTPOSITION 0" | ||
" TASK_WALK_PATH | " TASK_WALK_PATH 0" | ||
" TASK_WAIT_FOR_MOVEMENT 0" | " TASK_WAIT_FOR_MOVEMENT 0" | ||
" TASK_STOP_MOVING | " TASK_STOP_MOVING 0" | ||
" TASK_CLEAR_LASTPOSITION 0" | " TASK_CLEAR_LASTPOSITION 0" | ||
" TASK_FACE_REASONABLE 0" | " TASK_FACE_REASONABLE 0" | ||
Line 145: | Line 145: | ||
" Tasks" | " Tasks" | ||
" | " TASK_STOP_MOVING 0" | ||
" TASK_STORE_LASTPOSITION 0" | |||
" | " TASK_GET_PATH_TO_BESTSOUND 0" | ||
" | " TASK_FACE_IDEAL 0" | ||
" | " TASK_RUN_PATH 0" | ||
" | " TASK_WAIT_FOR_MOVEMENT 0" | ||
" | " TASK_STOP_MOVING 0" | ||
" | " TASK_WAIT 1.25" | ||
" | " TASK_SET_ROUTE_SEARCH_TIME 1" // Spend 1 seconds trying to build a path if stuck | ||
" | " TASK_GET_PATH_TO_RANDOM_NODE 500" | ||
" | " TASK_RUN_PATH 0" | ||
" | " TASK_WAIT_FOR_MOVEMENT 0" | ||
" TASK_WAIT 2.5" | |||
" TASK_GET_PATH_TO_LASTPOSITION 0" | |||
" TASK_WALK_PATH 0" | |||
" TASK_WAIT_FOR_MOVEMENT 0" | |||
" TASK_STOP_MOVING 0" | |||
" TASK_CLEAR_LASTPOSITION 0" | |||
" TASK_FACE_REASONABLE 0" | |||
"" | "" | ||
" Interrupts" | " Interrupts" | ||
Line 168: | Line 175: | ||
" COND_HEAR_COMBAT" | " COND_HEAR_COMBAT" | ||
" COND_HEAR_PLAYER" | " COND_HEAR_PLAYER" | ||
); | ); | ||
</source> | </source> |
Latest revision as of 02:43, 16 December 2021
In Half-Life 2, if an idle NPC hears a sound but doesn't see its emitter, it will only turn in the direction of the sound for a bit before returning to its previous action.
With the modification below the NPC will investigate the source of the sound instead.
Open the ai_basenpc_schedule.cpp file and look for the function SelectIdleSchedule()
. 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 with:
if ( HasCondition ( COND_HEAR_WORLD ) ||
HasCondition ( COND_HEAR_PLAYER ) )
{
return SCHED_ALERT_FACE_BESTSOUND;
}
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 with:
if ( HasCondition ( COND_HEAR_BULLET_IMPACT ) ||
HasCondition ( COND_HEAR_DANGER ) ||
HasCondition ( COND_HEAR_COMBAT ) )
{
return SCHED_INVESTIGATE_SOUND ;
}
Open the ai_default.cpp file and look for the schedule SCHED_ALERT_FACE_BESTSOUND
. Look for the following code:
AI_DEFINE_SCHEDULE
(
SCHED_ALERT_FACE_BESTSOUND,
" Tasks"
" TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION 0"
" TASK_STOP_MOVING 0"
" TASK_FACE_SAVEPOSITION 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT 1.5"
" TASK_FACE_REASONABLE 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_SEE_FEAR"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_PROVOKED"
);
Replace this code with:
AI_DEFINE_SCHEDULE
(
SCHED_ALERT_FACE_BESTSOUND,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_STORE_LASTPOSITION 0"
// " TASK_SET_TOLERANCE_DISTANCE 32"
" TASK_GET_PATH_TO_BESTSOUND 0"
" TASK_FACE_IDEAL 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_WAIT 5"
" TASK_GET_PATH_TO_LASTPOSITION 0"
" TASK_WALK_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_CLEAR_LASTPOSITION 0"
" TASK_FACE_REASONABLE 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_SEE_FEAR"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_PROVOKED"
" COND_HEAR_BULLET_IMPACT"
" COND_HEAR_DANGER"
" COND_HEAR_COMBAT"
);
Look for the schedule SCHED_INVESTIGATE_SOUND
. Look for the following code:
AI_DEFINE_SCHEDULE
(
SCHED_INVESTIGATE_SOUND,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_STORE_LASTPOSITION 0"
// " TASK_SET_TOLERANCE_DISTANCE 32"
" TASK_GET_PATH_TO_BESTSOUND 0"
" TASK_FACE_IDEAL 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_WAIT 5"
" TASK_GET_PATH_TO_LASTPOSITION 0"
" TASK_WALK_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_CLEAR_LASTPOSITION 0"
" TASK_FACE_REASONABLE 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_SEE_FEAR"
" COND_SEE_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_HEAR_DANGER"
);
Replace this code with:
AI_DEFINE_SCHEDULE
(
SCHED_INVESTIGATE_SOUND,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_STORE_LASTPOSITION 0"
" TASK_GET_PATH_TO_BESTSOUND 0"
" TASK_FACE_IDEAL 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_WAIT 1.25"
" TASK_SET_ROUTE_SEARCH_TIME 1" // Spend 1 seconds trying to build a path if stuck
" TASK_GET_PATH_TO_RANDOM_NODE 500"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_WAIT 2.5"
" TASK_GET_PATH_TO_LASTPOSITION 0"
" TASK_WALK_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_CLEAR_LASTPOSITION 0"
" TASK_FACE_REASONABLE 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_SEE_FEAR"
" COND_SEE_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_HEAR_DANGER"
" COND_HEAR_COMBAT"
" COND_HEAR_PLAYER"
);
Alternatively you could just replace these lines in the file ai_basenpc_schedule.cpp (this code will only have the AI walk to the source of the sound and have them walk back without looking for the player or the source of the sound afterwards).
Open the ai_basenpc_schedule.cpp file and look for the function SelectIdleSchedule()
. 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 with:
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;
}
Conclusion
With this code, NPC will hear sounds and react to them according to their loudness and intensity

