Category:AI: Difference between revisions
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==Decision | == Decision making == | ||
*[[Decision_Making_Overview|Overview]] | *[[Decision_Making_Overview|Overview]] | ||
*[[NPC Sensing|Sensing]] | *[[NPC Sensing|Sensing]] | ||
*[[Condition|Conditions]] | *[[Condition|Conditions]] | ||
*[[States]] | *[[State|States]] | ||
*[[Schedules]] | *[[Schedule|Schedules]] | ||
*[[Tasks]] | *[[Task|Tasks]] | ||
==AI | == AI concepts == | ||
*[[Memory]] | *[[Memory]] | ||
*[[Relationships]] | *[[Ai relationship|Relationships]] | ||
*[[Readiness]] | *[[Readiness]] | ||
*[[Squads]] | *[[Squads]] | ||
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*[[Look Targets]] | *[[Look Targets]] | ||
==Navigation== | == Navigation == | ||
===Map-level=== | === Map-level === | ||
*[[Nodegraph]] | *[[Nodegraph]] | ||
*[[AI Nodes]] | *[[AI Nodes]] | ||
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*[[Track Pathers]] | *[[Track Pathers]] | ||
===Code-level=== | === Code-level === | ||
*[[Move Probes]] | *[[Move Probes]] | ||
*[[Move Solver]] | *[[Move Solver]] | ||
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*[[Motor]] | *[[Motor]] | ||
==Animation== | == Animation == | ||
*[[Activities]] | *[[NPC Activities & Sequences|Activities]] | ||
*[[Anim Events]] | *[[Anim Events]] | ||
==Speech== | == Speech == | ||
*[[Speech Overview]] | *[[Speech Overview]] | ||
*[[Response Rules]] | *[[Response System|Response Rules]] | ||
*[[Sentences]] | *[[Sentences]] | ||
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==Map-level routines== | == Map-level routines == | ||
*[[Actbusy]] | *[[Actbusy]] | ||
*[[Assaults]] | *[[Assault|Assaults]] | ||
*[[Standoffs]] | *[[Standoffs]] | ||
*[[Squads]] | *[[Squads]] | ||
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==Introduction to AI | == Introduction to AI programming == | ||
*'''[[ | *'''[[Creating an NPC|Make a new NPC]]''' | ||
*[[ | *[[Add a new attack to an NPC]] | ||
*[[ | *[[Make an NPC move somewhere]] | ||
*[[ | *[[NPC Debugging|Debug an NPC problem]] | ||
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==Good NPCs | == Good NPCs to learn from == | ||
*[[AILearn_Zombie|Zombie]] (Basic Melee NPC) | *[[AILearn_Zombie|Zombie]] (Basic Melee NPC) | ||
*[[AILearn_CombineSoldier|Combine Soldier]] (Fully fledged Squad NPC) | *[[AILearn_CombineSoldier|Combine Soldier]] (Fully fledged Squad NPC) | ||
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==NPC | == NPC base classes == | ||
*[[Base NPC]] (CAI_BaseNPC) | *[[Base NPC]] (CAI_BaseNPC) | ||
*[[Base Humanoid]] (CAI_BaseHumanoid) | *[[Base Humanoid]] (CAI_BaseHumanoid) | ||
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==Debugging== | == Debugging == | ||
* ''[[:Category:AI_Commands|AI Debugging Commands]]'' | * ''[[:Category:AI_Commands|AI Debugging Commands]]'' | ||
Revision as of 16:42, 23 February 2008
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 conceptsMap-levelCode-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. Template:Otherlang:en Template:Otherlang:en:es
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