Category talk:AI/en

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Tutorials...

OK, so I want to make some new NPCs. I know basicly where to start but I need help. I can't seem to find anyone who can help (dispite the fact several people seem able to code them)

Now, I came to this page to find help, and saw tutorials and thought, YES, finally! But there are none. Only a few of theese pages have content... Can anyone point me in the right direction here? Thanks in advance (I hope) - - GC

Lip Sync without FacePoser

Was wondering if there are any good tutorials out on basic voice acting. Have some sound files here that I want some models to speak, I don't really need to dabble in FacePoser and all that, just need their mouths to match the .wav file. Any instructios on this out there?

I think Lip sync without FacePoser would be impossible... Even small speaches like Alyx's "Excuse me" use .vcd files. Choreography Implementation is a good place to start. Basically you make .vcd files for NPC speaches, then you load them via Logic choreographed scene or the Response System. --N-neko
I'll start there, thanks.
Well I read through that page and checked out the sample map. Still many confusing elements of the .vcd file. Are there any tutorials out at this point in time?
There's a whole category dedicated to it. --TomEdwards 11:48, 5 Nov 2005 (PST)

Redirect

Note, when you redirect to a category, you can't see the list of articles in that category. For example, try going to Tutorials, which redirects to Category:Tutorials. --dutchmega 14:35, 9 Sep 2006 (PDT)

I know. I was searching for one of those text that says "If you can not see the list, click here." but I can't find it. I'll probably add such a text shortly, no worries. --Andreasen 14:40, 9 Sep 2006 (PDT)

Lua AI in Garry's Mod

AI is taking off among the GMod coders. Should we do anything on it here? --TomEdwards 13:30, 17 Oct 2006 (PDT)

  • Only if it's in the mod code. Anything LUA-related should probably be kept on the GMod wiki or their forums. --AndrewNeo 16:37, 17 Oct 2006 (PDT)

map-level and mod-level AI articles

IMO this page could be improved by more clearly separating information aimed at level designers (ie using AI concepts & entities) and articles aimed at C++ level modders (ie modifying AI code). --Beeswax 11:05, 28 Feb 2008 (PST)

NPC BaseClasses

I'm struggling to find my way around NPC AI (for level-design), but it strikes me that FGD BaseClasses describe 'groups' of object properties (entity parameters) that are common to several npc_entities (see table below). Each BaseClass appears to represent a group of 'specialised' behavioural features, so I'm guessing that a series of tutorials (or whatever) expounding the uses and quirks of the various fgd BaseClass properties & parameters could be useful and efficient approach ... ?

Probably. Is it really that complex though? Are you having theoretical problems or practical ones? I've never seen anyone else ask about this kind of thing. --TomEdwards 09:18, 1 Mar 2008 (PST)

However, several fgd BaseClass names are echoed (or vice versa) in cpp file names an 'functions'(?) within cpp files; For example the fgd @BaseClass = BaseNPC would appear to be related to the CAI_BaseNPC function in ai_basenpc.cpp. Surely this can't be coincidence !? The current articles in this category seem to imply that the functions within the cpp may provide a more illuminating overview of NPC AI than the fgd BaseClasses? Please could someone (who understands the Source source code) explain the significance of this apparent correlation ? --Beeswax 09:08, 1 Mar 2008 (PST)

Ideally the FGD wouldn't exist and Hammer would query the game's binaries for its list of entities. In reality Hammer only reads from text files. So yes, they correlate; because they are providing or attempting to provide the same data in different formats. --TomEdwards 09:18, 1 Mar 2008 (PST)
OK, to put it another way, are NPC AI Behaviors grouped like (or defined by) BaseNPC classes? If so, it would be simple to create a 'map' of which AI Behaviors are available to each Valve NPC, and/or classify Valve NPCs by their "AI Behavior Group(s)". This insight/ reference could be very useful to Level Designers. --Beeswax 09:27, 8 Apr 2008 (PDT)


NPC BaseClasses and Entities in base.fgd & halflife2.fgd --Beeswax 09:10, 1 Mar 2008 (PST)
BaseNPC 
includes baseclasses
and affects entities


Note
BaseNPC does not affect
BaseHelicopter 
includes baseclass
and affects entities


TalkNPC 
includes baseclass
and affects entities


PlayerCompanion 
includes baseclass
and affects entities


RappelNPC 
includes baseclass
and affects entities


BaseCombine 
includes baseclasses
and affects entities


VehicleDriverNPC 
includes baseclass
and affects entities


BaseHeadcrab 
includes baseclass
and affects entities


AlyxInteractable 
affects