Category:AI: Difference between revisions
Jump to navigation
Jump to search
m (→Map-level) |
Thunder4ik (talk | contribs) m (clean up) |
||
Line 5: | Line 5: | ||
== Decision making == | == Decision making == | ||
*[[ | *[[Decision Making Overview|Overview]] | ||
*[[NPC Sensing|Sensing]] | *[[NPC Sensing|Sensing]] | ||
*[[Condition | *[[Condition]]s | ||
*[[State | *[[State]]s | ||
*[[Schedule | *[[Schedule]]s | ||
*[[Task | *[[Task]]s | ||
== AI concepts == | == AI concepts == | ||
*[[ | *[[NPC Memory|Memory]] | ||
*[[Ai relationship|Relationships]] | *[[Ai relationship|Relationships]] | ||
*[[Readiness]] | *[[Readiness]] | ||
*[[Squads]] | *[[Squads]] | ||
*[[Behaviors]] | *[[Behaviors]] | ||
**[[ | **[[Behavior ActBusy|Act Busy]] | ||
**[[Assaults|Assault]] | **[[Assaults|Assault]] | ||
**[[ | **[[Ai goal follow|Follow]] | ||
**[[ | **[[Behavior FuncTank|FuncTank]] | ||
**[[ | **[[Ai goal lead|Lead]] | ||
**[[ | **[[Behavior Police|Police]] | ||
**[[Standoffs|Standoff]] | **[[Standoffs|Standoff]] | ||
*[[Interactions]] | *[[Interactions]] | ||
Line 37: | Line 37: | ||
*[[Path Corners]] | *[[Path Corners]] | ||
*[[Routes]] | *[[Routes]] | ||
*[[ | *[[npc route]] | ||
*[[Track Pathers]] | *[[Track Pathers]] | ||
Line 61: | Line 61: | ||
== Map-level routines == | == Map-level routines == | ||
*[[Actbusy]] | *[[Actbusy]] | ||
*[[Assault | *[[Assault]]s | ||
*[[Standoffs]] | *[[Standoffs]] | ||
*[[Squads]] | *[[Squads]] | ||
Line 77: | Line 77: | ||
== Good NPCs to learn from == | == Good NPCs to learn from == | ||
*[[ | *[[AILearn Zombie|Zombie]] (Basic Melee NPC) | ||
*[[ | *[[AILearn CombineSoldier|Combine Soldier]] (Fully fledged Squad NPC) | ||
*[[ | *[[AILearn Alyx|Alyx]] (Companion NPC) | ||
*[[ | *[[AILearn Rollermine|Rollermine]] (Physically simulated NPC) | ||
{{category cell|width=50%|background-color=white|border-color=lightgray}} | {{category cell|width=50%|background-color=white|border-color=lightgray}} | ||
Line 96: | Line 96: | ||
== Debugging == | == Debugging == | ||
* ''[[:Category: | * ''[[:Category:AI commands|AI Debugging Commands]]'' | ||
{{category end}} | {{category end}} |
Revision as of 02:44, 4 January 2024
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. As an alternative to AI, NPC actions can also be controlled by Choreographed Scenes.
Decision makingAI conceptsMap-level
Code-levelAnimationSpeech |
Map-level routines |
Introduction to AI programming | |
Good NPCs to learn from
| |
NPC base classes
| |
Debugging |
Return to the Source Engine WIKI home for a full list of articles.
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