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 | > | > _______________________________________________ | > To unsubscribe, edit your list preferences, or view the list archives, | > please visit: | > http://list.valvesoftware.com/mailman/listinfo/hlcoders | | _______________________________________________ | To unsubscribe, edit your list preferences, or view the list archives, please visit: | http://list.valvesoftware.com/mailman/listinfo/hlcoders | | _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders