Introduction to AI: Difference between revisions
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(some more small changes, added a link to police_stander under Goals. also, a path_corner is NOT a script!) |
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==Map Components== | ==Map Components== | ||
The following are all entities or groups of entities a level designer might place in a map to manipulate the AI. A map doesn’t require any of them for the AI to function, but the more the better. | The following are all entities or groups of entities a level designer might place in a map to manipulate the AI. A map doesn’t require any of them for the AI to function, but the more the better. | ||
===[[info_node| | ===[[info_node|Nodes]]=== | ||
These give the AI bearing in the world besides other NPCs or the player. They are required for all but the simplest of AI actions. When combined, these nodes form a roadmap of sorts for NPCs, or a node graph. | These give the AI bearing in the world besides other NPCs or the player. They are required for all but the simplest of AI actions. When combined, these nodes form a roadmap of sorts for NPCs, or a node graph. | ||
===[[path_corner| | ===[[path_corner|Path_corners]]=== | ||
The most direct way of influencing AI is through the path_corner entity. It bluntly instructs the NPC to go to it, and they do so in the most direct manner possible | The most direct way of influencing AI is through the path_corner entity. It bluntly instructs the NPC to go to it, and they do so in the most direct manner possible. | ||
===[[Goals]]=== | ===[[Goals]]=== | ||
Goals give the AI a task to fulfill in a semi-scripted manner. For example, a metrocop guarding a doorway | Goals give the AI a task to fulfill in a semi-scripted manner. For example, [[Police_stander|a metrocop guarding a doorway]]. | ||
===[[info_hint|Hints]]=== | ===[[info_hint|Hints]]=== | ||
Hints give AI contextual pointers that it would not be able to work out on it’s own | Hints give AI contextual pointers that it would not be able to work out on it’s own: areas safe to crouch and reload, objects of interest, or even places for birds to perch. | ||
===[[Assaults]]=== | ===[[Assaults]]=== | ||
Assaults are the less scripted and combat orientated sisters of path_corners. Use them to move NPCs while retaining their tactical routines. | Assaults are the less scripted and combat orientated sisters of path_corners. Use them to move NPCs while retaining their tactical routines. | ||
===[[Standoffs|Standoffs (Battle Lines)]]=== | ===[[Standoffs|Standoffs (Battle Lines)]]=== | ||
Standoffs give AI the specific instruction to fight hostiles. When in a standoff NPCs will | Standoffs give AI the specific instruction to fight hostiles. When in a standoff, NPCs will cooperate in holding certain areas while advancing into others. Standoffs are a method of battle management for Source games. | ||
===[[Squads]]=== | ===[[Squads]]=== | ||
Organise your NPCs into squads for increased efficiency and teamwork. | Organise your NPCs into squads for increased efficiency and teamwork. Squads will share information on their surroundings and take turns covering each other. | ||
===Miscellaneous=== | ===Miscellaneous=== | ||
Other components including relationships, speech, and more. | Other components including relationships, speech, and more. |
Revision as of 22:19, 9 July 2005
AI stands for Artificial Intelligence (Wikipedia) and controls the behaviour of all but the simplest of NPC actions in the Source engine. Regardless of how easily you might have torn through the Combine it won't be long after you start working with Source's AI that you recognise its power, intelligence and flexibility. This introductory guide will give you a brief overview of the AI from the implementation perspective. Please be aware that there is currently no official AI documentation: nearly everything you see in this category was researched and written by the community. This means mistakes and omissions are inevitable.
Map Components
The following are all entities or groups of entities a level designer might place in a map to manipulate the AI. A map doesn’t require any of them for the AI to function, but the more the better.
Nodes
These give the AI bearing in the world besides other NPCs or the player. They are required for all but the simplest of AI actions. When combined, these nodes form a roadmap of sorts for NPCs, or a node graph.
Path_corners
The most direct way of influencing AI is through the path_corner entity. It bluntly instructs the NPC to go to it, and they do so in the most direct manner possible.
Goals
Goals give the AI a task to fulfill in a semi-scripted manner. For example, a metrocop guarding a doorway.
Hints
Hints give AI contextual pointers that it would not be able to work out on it’s own: areas safe to crouch and reload, objects of interest, or even places for birds to perch.
Assaults
Assaults are the less scripted and combat orientated sisters of path_corners. Use them to move NPCs while retaining their tactical routines.
Standoffs (Battle Lines)
Standoffs give AI the specific instruction to fight hostiles. When in a standoff, NPCs will cooperate in holding certain areas while advancing into others. Standoffs are a method of battle management for Source games.
Squads
Organise your NPCs into squads for increased efficiency and teamwork. Squads will share information on their surroundings and take turns covering each other.
Miscellaneous
Other components including relationships, speech, and more.
General AI Events
<need to research events>