You can check the tut about AI on :
http://coding.valve-erc.com/

     - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
     - email : [EMAIL PROTECTED]  &  ICQ : 71548738

----- Original Message -----
From: "Persuter" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, June 14, 2002 11:24 PM
Subject: RE: [hlcoders] Understanding the AI


| The entire schedule system is described here (warning, self-pimpage):
| http://hlpp.telefragged.com/tuts/ai-description.html
|
| Deepflame has an AI tutorial in three parts
| http://hlpp.telefragged.com/tuts/ai_tut1.htm
| http://hlpp.telefragged.com/tuts/ai_tut2.htm
| http://hlpp.telefragged.com/tuts/ai_tut3.htm
|
| Shadowman's page in general is great:
| http://www.planethalflife.com/hlsdk2/
|
| and specifically this page
| http://www.planethalflife.com/hlsdk2/sdk/understanding_the_monster_ai.ht
| m
|
| Persuter
|
| > -----Original Message-----
| > From: [EMAIL PROTECTED] [mailto:hlcoders-
| > [EMAIL PROTECTED]] On Behalf Of botman
| > Sent: Friday, June 14, 2002 5:12 PM
| > To: [EMAIL PROTECTED]
| > Subject: Re: [hlcoders] Understanding the AI
| >
| > > OK, I'm kind of ashamed to write something like this but here goes.
| > >
| > > Can anybody explain the AI for me? Are there any tutorials related
| to
| > it?
| >
| > It helps to look at the methods (functions) in the CBaseMonster and
| > CSquadMonster classes (basemonster.h and squadmonster.h).  This will
| give
| > you an idea of what types of functions the monsters use to do AI
| stuff.
| >
| > The monsters have memory where they set bits based on what they have
| seen,
| > heard, smelled, etc.  Look for some of the "HasConditions()" code to
| find
| > places where the monster AI code checks to see if certain conditions
| > exist.
| > The monsters.h file contains the memory bits that are used to handle
| > movement.  The schedule.h file contains memory bits for movement
| toward
| > goals or enemies and memory bits for things that the monster wants to
| > react
| > to (like sights, sounds, smells, etc.).
| >
| > The biggest part in understanding the monster AI is being able to
| follow
| > the
| > schedule information set up for each type of monster.  The
| > AI_BaseNPC_Schedule.cpp file handles much of this AI scheduling.  The
| > schedules are basically a way to create a sequence of events that
| monsters
| > will run through as their AI.  For example, one of the bullsquid
| schedules
| > is to look for headcrabs.  When it smells a headcrab, the schedule
| says
| > "stop moving, do the I SEE A HEADCRAB DANCE, turn to face the
| headcrab".
| > Another schedule says "save the current postion, move next to the
| > headcrab,
| > play the eat sequence 3 times, eat the headcrab, return to the
| previously
| > saved position".  Just look for all of the Task_t and Schedule_t stuff
| > inside each monster's .cpp file.  You might want to walk through each
| > monster's GetSchedule function with the debugger to trace through the
| code
| > that it executes when running the AI schedules.
| >
| > Jeffrey "botman" Broome
| >
| > _______________________________________________
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| > please visit:
| > http://list.valvesoftware.com/mailman/listinfo/hlcoders
|
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