Talk:Introduction to AI

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Revision as of 14:28, 2 October 2005 by TomEdwards (talk | contribs)
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info_nodes don't actually form a roadmap in Source (or at least if they do, it's not used for the same thing). They are unless I'm mistaken to give positions to perform actions from and to, and as reference points if the destination is too far away to efficiently calculate on the fly. --TomEdwards 14:51, 30 Jun 2005 (PDT)

They do seem to make a basic 'roadmap', as enemies basically can't navigate far at all if there aren't any nodes and everything goes Super Brainy if there's a decent network of them. But I imagine you've noticed that already by now... ;-]
My question is - what sort of nodes do Manhacks use? They seem to navigate round perfectly well with just ground nodes, which I found a bit surprising. But they also navigate round with just air nodes - do they use a combination, checking which is most appropriate for where they want to go? --Cargo Cult 02:17, 2 Aug 2005 (PDT)
  • How exactly to NPCs "see" other NPCs? We're building a targeting system so that players are constantly "looking" for other players within a range relative to their current position and limited by their angles range. Does the NPC AI already do this? If so we merely need to add the code to our targeting system. Thanks in advance.
I believe it looks up all entities in the current PVS, then filters that to those in its FOV and range (e.g. Antlions) and finally draws a traceline to the NPC to check if it has line of sight. If it doesn't it can go on sound and smell, but I doubt you're interested in those. ;) --TomEdwards 14:28, 2 Oct 2005 (PDT)