AI Perception Behavior Enhancement
In Half-Life 2, if an idle NPC hears a sound but doesn't see its emitter, it will only turn in the direction of the sound for a bit before returning to its previous action.
With the modification below the NPC will investigate the source of the sound instead.
Open the ai_basenpc_schedule.cpp file and look for the function SelectIdleSchedule()
. Look for the following code:
if ( HasCondition( COND_HEAR_DANGER ) ||
HasCondition( COND_HEAR_PLAYER ) ||
HasCondition( COND_HEAR_WORLD ) ||
HasCondition( COND_HEAR_BULLET_IMPACT ) ||
HasCondition( COND_HEAR_COMBAT ) )
{
return SCHED_ALERT_FACE_BESTSOUND;
}
Replace this code with:
if ( HasCondition ( COND_HEAR_WORLD ) ||
HasCondition ( COND_HEAR_PLAYER ) )
{
return SCHED_ALERT_FACE_BESTSOUND;
}
Look for the function SelectAlertSchedule()
. Look for the following code:
if ( HasCondition( COND_HEAR_DANGER ) ||
HasCondition( COND_HEAR_PLAYER ) ||
HasCondition( COND_HEAR_WORLD ) ||
HasCondition( COND_HEAR_BULLET_IMPACT ) ||
HasCondition( COND_HEAR_COMBAT ) )
{
return SCHED_ALERT_FACE_BESTSOUND;
}
Replace this code with:
if ( HasCondition ( COND_HEAR_BULLET_IMPACT ) ||
HasCondition ( COND_HEAR_DANGER ) ||
HasCondition ( COND_HEAR_COMBAT ) )
{
return SCHED_INVESTIGATE_SOUND ;
}
Open the ai_default.cpp file and look for the schedule SCHED_ALERT_FACE_BESTSOUND
. Look for the following code:
AI_DEFINE_SCHEDULE
(
SCHED_ALERT_FACE_BESTSOUND,
" Tasks"
" TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION 0"
" TASK_STOP_MOVING 0"
" TASK_FACE_SAVEPOSITION 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT 1.5"
" TASK_FACE_REASONABLE 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_SEE_FEAR"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_PROVOKED"
);
Replace this code with:
AI_DEFINE_SCHEDULE
(
SCHED_ALERT_FACE_BESTSOUND,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_STORE_LASTPOSITION 0"
// " TASK_SET_TOLERANCE_DISTANCE 32"
" TASK_GET_PATH_TO_BESTSOUND 0"
" TASK_FACE_IDEAL 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_WAIT 5"
" TASK_GET_PATH_TO_LASTPOSITION 0"
" TASK_WALK_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_CLEAR_LASTPOSITION 0"
" TASK_FACE_REASONABLE 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_SEE_FEAR"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_PROVOKED"
" COND_HEAR_BULLET_IMPACT"
" COND_HEAR_DANGER"
" COND_HEAR_COMBAT"
);
Look for the schedule SCHED_INVESTIGATE_SOUND
. Look for the following code:
AI_DEFINE_SCHEDULE
(
SCHED_INVESTIGATE_SOUND,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_STORE_LASTPOSITION 0"
// " TASK_SET_TOLERANCE_DISTANCE 32"
" TASK_GET_PATH_TO_BESTSOUND 0"
" TASK_FACE_IDEAL 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_WAIT 5"
" TASK_GET_PATH_TO_LASTPOSITION 0"
" TASK_WALK_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_CLEAR_LASTPOSITION 0"
" TASK_FACE_REASONABLE 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_SEE_FEAR"
" COND_SEE_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_HEAR_DANGER"
);
Replace this code with:
AI_DEFINE_SCHEDULE
(
SCHED_INVESTIGATE_SOUND,
" Tasks"
" TASK_STOP_MOVING 0"
// " TASK_SET_TOLERANCE_DISTANCE 32"
" TASK_GET_PATH_TO_BESTSOUND 0"
" TASK_FACE_IDEAL 0"
" TASK_RUN_PATH 0"
" TASK_SET_ROUTE_SEARCH_TIME 25" // Spend 25 seconds trying to build a path if stuck
" TASK_GET_PATH_TO_RANDOM_NODE 200"
" TASK_RUN_PATH 0"
" TASK_TURN_LEFT 45"
" TASK_WAIT 2"
" TASK_TURN_RIGHT 45"
" TASK_WAIT 2"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_SEE_FEAR"
" COND_SEE_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_HEAR_DANGER"
" COND_HEAR_COMBAT"
" COND_HEAR_PLAYER"
" COND_HEAR_BULLET_IMPACT"
);
Conclusion
With this code, NPC will hear sounds and react to them according to their loudness and intensity
