Giving an NPC Memory
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Entity memory
NPCs can remember other entities in two ways:
Enemies
An NPC's combat memory is managed by the CAI_Enemies
class.
Todo: Document it.
UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer )
ClearEnemyMemory()
SetEnemyOccluder(CBaseEntity *pBlocker)
Unreachable
RememberUnreachable( CBaseEntity *pEntity, float duration = -1 )
- Causes the NPC to ignore the entity for the specified number of seconds. -1 means the AI's default, which is usually 3 seconds.
IsUnreachable(CBaseEntity *pEntity)
- Test reachability.
Memory Bits
Memory bits are flags which relate to the NPC's current state (for example, bits_MEMORY_SUSPICIOUS
and bits_MEMORY_FLINCHED
). See game/server/ai_basenpc.h
for a full list.
Remember(int iMemory)
Forget(int iMemory)
- Set/remove a particular bit.
HasMemory(int iMemory)
HasAllMemories(int iMemory)
- Check whether one or more memory bits are set.
CAI_SchedulesManager::GetMemoryID(const char *state_name)
- Modify this function to add support for extra memory bits in schedule definitions. You shouldn't need to call it yourself.