Difference between revisions of "Category:AI"
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− | AI stands for [[Wikipedia:Artificial | + | {{otherlang2 |
− | [[Category: | + | |es=Category:Modding:es |
+ | |ru=Category:AI:ru | ||
+ | }} | ||
+ | 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. As an alternative to AI, NPC actions can also be controlled by [[:category:Choreography|Choreographed Scenes]]<!-- and [[Inputs and Outputs]] ? -->. | ||
+ | {{category header|background-color=#E0E0E0|border-color=lightgray}} | ||
+ | {{category newcolumn|rowspan=6|width=50%|background-color=#F7F7F7|border-color=lightgray}} | ||
+ | |||
+ | == Decision making == | ||
+ | *[[Decision_Making_Overview|Overview]] | ||
+ | *[[NPC Sensing|Sensing]] | ||
+ | *[[Condition|Conditions]] | ||
+ | *[[State|States]] | ||
+ | *[[Schedule|Schedules]] | ||
+ | *[[Task|Tasks]] | ||
+ | |||
+ | == AI concepts == | ||
+ | *[[NPC_Memory|Memory]] | ||
+ | *[[Ai relationship|Relationships]] | ||
+ | *[[Readiness]] | ||
+ | *[[Squads]] | ||
+ | *[[Behaviors]] | ||
+ | **[[Behavior_ActBusy|Act Busy]] | ||
+ | **[[Assaults|Assault]] | ||
+ | **[[Ai_goal_follow|Follow]] | ||
+ | **[[Behavior_FuncTank|FuncTank]] | ||
+ | **[[Ai_goal_lead|Lead]] | ||
+ | **[[Behavior_Police|Police]] | ||
+ | **[[Standoffs|Standoff]] | ||
+ | *[[Interactions]] | ||
+ | *[[Move and Shoot]] | ||
+ | *[[Look Targets]] | ||
+ | |||
+ | == Navigation == | ||
+ | === Map-level === | ||
+ | *[[Nodegraph]] (HL2) or [[Navigation Meshes]] (CSS) | ||
+ | *[[hint nodes|Hint Nodes]] | ||
+ | *[[Assaults]] | ||
+ | *[[Node|AI Nodes]] | ||
+ | *[[Path Corners]] | ||
+ | *[[Routes]] | ||
+ | *[[npc_route]] | ||
+ | *[[Track Pathers]] | ||
+ | |||
+ | === Code-level === | ||
+ | *[[Move Probes]] | ||
+ | *[[Move Solver]] | ||
+ | *[[Plane Solver]] | ||
+ | *[[Local Navigator]] | ||
+ | *[[Navigator]] | ||
+ | *[[Motor]] | ||
+ | |||
+ | == Animation == | ||
+ | *[[NPC Activities & Sequences|Activities]] | ||
+ | *[[Anim Events]] | ||
+ | |||
+ | == Speech == | ||
+ | *[[Speech Overview]] | ||
+ | *[[Response System|Response Rules]] | ||
+ | *[[Sentences]] | ||
+ | |||
+ | {{category newcolumn|rowspan=1|width=50%|background-color=white|border-color=#E4DCCD}} | ||
+ | |||
+ | == Map-level routines == | ||
+ | *[[Actbusy]] | ||
+ | *[[Assault|Assaults]] | ||
+ | *[[Standoffs]] | ||
+ | *[[Squads]] | ||
+ | |||
+ | {{category cell|width=50%|background-color=white|border-color=lightgray}} | ||
+ | |||
+ | == 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]] | ||
+ | *[[AI Perception Behavior Enhancement|Make NPCs investigate noises]] | ||
+ | |||
+ | {{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.'' | ||
+ | __NOTOC__ | ||
+ | ''If you cannot see a list below this notice, [[:Category:AI#|click here]].'' | ||
− | + | [[Category:Level Design]] | |
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Latest revision as of 03:09, 22 January 2017
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. As an alternative to AI, NPC actions can also be controlled by Choreographed Scenes.
Decision makingAI conceptsMap-level
Code-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.
If you cannot see a list below this notice, click here.
Subcategories
This category has the following 4 subcategories, out of 4 total.
Pages in category "AI"
The following 77 pages are in this category, out of 77 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 police
- Ai goal standoff
- AI Learning: CombineSoldier
- AI Learning: CombineSoldier:es
- AI Learning: Zombie
- AI Metrics
- Ai network
- Ai npc eventresponsesystem
- Ai relationship
- Ai relationship:ru
- Ai relationship:zh-tw
- Ai script conditions
- Ai sound
- Ai speechfilter
- Ai speechfilter:ru
- Ai speechfilter:zh-cn
- AI Visually Interesting
- AIN
- Aiscripted schedule
- Assault
- Assault assaultpoint
- Assault rallypoint