Talk:Ai relationship

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How does one get an NPC to shoot at a particular object (not another NPC)? ai_relationship doesn't work for this, and ai_changetarget doesn't affect NPCs. —Maven (talk) 12:05, 17 Sep 2005 (PDT)

Ah, it seems to be done with an npc_bullseye, somehow. —Maven (talk) 14:44, 17 Sep 2005 (PDT)
Example --wisemx 15:38, 17 Sep 2005 (PDT)
Thank you. —Maven (talk) 17:04, 17 Sep 2005 (PDT)

Is it possible to do something like this in-game? --AndrewNeo 11:07, 30 Sep 2005 (PDT)

It is in-game...--TomEdwards 11:29, 30 Sep 2005 (PDT)
Sorry, stupid question. I meant in the console. --AndrewNeo 18:48, 30 Sep 2005 (PDT)
There is, but damned if I remember it. ;-) --TomEdwards 01:58, 1 Oct 2005 (PDT)
How about using ent_fire and send out SetRelationship input? n-neko 02:39, 1 Oct 2005 (PDT)
That's what I was thinking of. It's so obvious now...:o --TomEdwards 05:22, 1 Oct 2005 (PDT)

Is there someone here who can look at the source code for AI relationships? ...because they're complicated:

  • If I put a "like" relation for !player towards a headcrab, I will lower my gun against it, but if the crab it hostile (set to "hate"), I will raise my gun when it spots me.
  • I can also still shoot headcrabs I like with my gun lowered.
  • A metropolice will still attack when set to "fear" (at least the player).

I could do a lot of testing, but it would be easier if someone could check the sourcecode. --Andreasen 00:09, 8 Apr 2006 (PDT)

combine_mine

Can combine_mines have their relationships changed? --TomEdwards 09:41, 26 Oct 2007 (PDT)

No. It's coded to be static...not sure about episode two tho—ts2do 12:43, 26 Oct 2007 (PDT)

PC Classes

For Mods which use PC Classes; can AI Relationships be configured to distinguish between different PC Classes, are are we stuck with 'Players'? --Beeswax 07:16, 17 Dec 2007 (PST)