Category:AI: Difference between revisions
Jump to navigation
Jump to search
m (eliminating an extra redirect) |
Robin Walker (talk | contribs) (Layout and planning.) |
||
Line 1: | Line 1: | ||
AI stands for [[Wikipedia:Artificial intelligence|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. | AI stands for [[Wikipedia:Artificial intelligence|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. | ||
{{category header|background-color=#E0E0E0|border-color=lightgray}} | |||
{{category newcolumn|rowspan=6|width=50%|background-color=#F7F7F7|border-color=lightgray}} | |||
==Decision Making== | |||
*[[DecisionMaking_Overview|Overview]] | |||
*[[Conditions]] | |||
*[[AI States]] | |||
*[[Schedules]] | |||
*[[Tasks]] | |||
==AI Concepts== | |||
*[[Memory]] | |||
*[[Relationships]] | |||
*[[Readiness]] | |||
*[[Squads]] | |||
*[[Behaviors]] | |||
**[[Behavior_ActBusy|Act Busy]] | |||
**[[Behavior_Assault|Assault]] | |||
**[[Behavior_Follow|Follow]] | |||
**[[Behavior_FuncTank|FuncTank]] | |||
**[[Behavior_Lead|Lead]] | |||
**[[Behavior_Police|Police]] | |||
**[[Behavior_Standoff|Standoff]] | |||
*[[Interactions]] | |||
*[[Move and Shoot]] | |||
*[[Look Targets]] | |||
==Navigation== | |||
*[[Nodegraph]] | |||
*[[AI Nodes]] | |||
*[[Path Corners]] | |||
*[[Routes]] | |||
*[[Track Pathers]] | |||
*Code | |||
**[[Move Probes]] | |||
**[[Move Solver]] | |||
**[[Plane Solver]] | |||
**[[Local Navigator]] | |||
**[[Navigator]] | |||
**[[Motor]] | |||
==Animation== | |||
*[[Activities]] | |||
*[[Anim Events]] | |||
==Speech== | |||
*[[Speech Overview]] | |||
*[[Response Rules]] | |||
*[[Sentences]] | |||
{{category newcolumn|rowspan=1|width=50%|background-color=#FBF7EA|border-color=#E4DCCD}} | |||
==How Tos== | |||
*'''[[AIHowTo_MakeANewNPC|Make a new NPC]]''' | |||
*[[AIHowTo_AddANewAttack|Add a new attack to an NPC]] | |||
*[[AIHowTo_MakeAnNPCMove|Make an NPC move somewhere]] | |||
*[[AIHowTo_DebugAnNPC|Debug an NPC problem]] | |||
{{category cell|width=50%|background-color=white|border-color=lightgray}} | |||
==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}} | |||
==NPC Base Classes== | |||
*[[Base NPC]] (CAI_BaseNPC) | |||
*[[Base Humanoid]] (CAI_BaseHumanoid) | |||
*[[Base Actor]] (CAI_BaseActor) | |||
*[[Player Ally]] (CAI_PlayerAlly) | |||
*[[Player Companion]] (CNPC_PlayerCompanion) | |||
*[[Expressor Host]] | |||
*[[Behavior Host]] | |||
{{category cell|background-color=#FBF7EA|border-color=lightgray}} | |||
==Debugging== | |||
* ''[[:Category:AI_Commands|AI Debugging Commands]]'' | |||
{{category end}} | |||
''Return to the [[SDK Docs|Source Engine WIKI home]] for a full list of articles.'' | |||
{{otherlang:en}} {{otherlang:en:es|:Category:Modding:es}} | |||
__NOTOC__ | |||
[[Category:Level Design]] | [[Category:Level Design]] |
Revision as of 12:10, 16 August 2006
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.
Decision MakingAI ConceptsAnimationSpeech |
How Tos |
Good NPCs To Learn From
| |
NPC Base Classes
| |
Debugging |
Return to the Source Engine WIKI home for a full list of articles. Template:Otherlang:en Template:Otherlang:en:es
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