[hlcoders] AI structure

2005-02-09 Thread Mark Ettinger
Has anyone been successful at dissecting the structure of the AI,
specifically the class ai_basenpc?   When bot support was released I
thought it would be fun to tackle the development of  good bots as a
project.  I decided to look into how the AI worked for a start, e.g.
what information they had at their disposal, etc.  However it is a
pretty involved class.  Any pointers much appreciated..

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Re: [hlcoders] AI structure

2005-02-09 Thread Sniper
If that's too hard to take in all at once, try examining the Half-Life 1 sdk
and have a look at the AI there. It's nearly the same, though half-life 2's
AI has many more functions and some functions/features were re-done a bit.
-Sniper
On 2/9/2005 7:39:53 PM, hlcoders@list.valvesoftware.com wrote:
Has anyone been successful at dissecting the structure of the AI,
specifically the class ai_basenpc?   When bot support was released I
thought it would be fun to tackle the development of  good bots as a
project.  I decided to look into how the AI worked for a start, e.g.
what information they had at their disposal, etc.  However it is a
pretty involved class.  Any pointers much appreciated..
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Re: [hlcoders] AI structure

2005-02-09 Thread Hasan Aljudy
Try this:
http://www.hl2coding.com/forums/viewtopic.php?t=69

On Wed, 9 Feb 2005 17:39:53 -0700, Mark Ettinger [EMAIL PROTECTED] wrote:
 Has anyone been successful at dissecting the structure of the AI,
 specifically the class ai_basenpc?   When bot support was released I
 thought it would be fun to tackle the development of  good bots as a
 project.  I decided to look into how the AI worked for a start, e.g.
 what information they had at their disposal, etc.  However it is a
 pretty involved class.  Any pointers much appreciated..

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 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
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