Talk:Npc advisor

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This ought to get updated — there's a lot more detailed in the Episode 2 engine. (Making note of this for future reference, partially my own.) —Yar Kramer 01:55, 25 September 2010 (UTC)

Done some --Welsh Mullet 09:47, 29 September 2010 (UTC)

Non-functional AI?

I've been trying for the last few days to get the AI to actually function, but the Advisor doesn't seem to have any interest in fighting. Any suggestions to get this thing to work? Sven 18:45, 11 July 2012 (PDT)

That may be because the Advisors are only puppet NPCs controlled by scripts. So far the Episodes only featured Advisors in cinematic events, like the scene inside the Citadel with Alyx and Gordon in Episode 1 and the barn scene in Episode 2. We'll just have to see what else they can bring to the table in Half-Life 3/Ricochet 2 ;)—Mattshu 23:15, 11 July 2012 (PDT)
I've *seen* what the Advisors can actually do whenever their AI is enabled/fixed, ala this video, but changing the value of "ADVISOR_HAS_BEHAVIOR" to "1" (instead of 0) doesn't replicate what's shown in the video. That's what I'm after. Sven 22:48, 12 July 2012 (PDT)
That's cool but I believe it's a custom AI. —Mattshu 23:08, 12 July 2012 (PDT)
Whatever. If the "fix" of changing the value (as said in the article) doesn't actually work, then I strongly suggest that it be removed, as it is useless. However, if more work is required to get said "fix" to actually become active, then I also strongly suggest someone expand the article and make that "fix the bugs" section actually worthwhile. Sven 05:36, 13 July 2012 (PDT)
I'd like an answer of some form. Either expand it or delete it, or tell me what I'm doing wrong. Sven 22:28, 9 August 2012 (PDT)
It works as it is shown at the video, at least on SDK 2013 Episodic, by just setting the "ADVISOR_HAS_BEHAVIOR" to "1" and then commenting line 820 on server/episodic/npc_advisor.cpp. MaestroFenix 20:55, 21 December 2014 (PDT)