RE: [hlcoders] New to Source and AI questions...

2005-09-08 Thread Ian Warwick
I wrote the AI section there hoping that someone would eventually add
more to it, it's supposed to be an overview of how the AI works
regarding states, conditions, tasks and schedules, so it's only useful
if you want to create custom npc's with custom behaviours.

You can spawn AI with npc_create, it should not be hard to do something
similar dynamically.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt
Sent: 07 September 2005 21:58
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] New to Source and AI questions...

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] Gentlemen,



I'm new to the source engine, but a friend and I have some ideas laid
out and we're working on it.  Part of that is changing how the AI works.
I've been to HYPERLINK
http://developer.valvesoftware.com/wiki/Main_Pagehttp://developer.valv
esof
tware.com/wiki/Main_Page and read a fair amount of that including
HYPERLINK
http://developer.valvesoftware.com/wiki/AI_Programminghttp://developer
.val
vesoftware.com/wiki/AI_Programming.



I'm wondering if there is more information on modifying/creating the AI?
For instance, how do I spawn a NPC at the start of the map?  Our idea
requires squad mates and those squad mates will change in numbers as you
progress through the maps.  I'd rather not have static NPCs on each map,
but be able to spawn an NPC based upon how things went last map, for
instance.
I didn't see much on the answer to this...



Any help you can offer and especially any example code or the like you
could link me to (I haven't seen much on websites that pertains
specifically to
AI) would be really helpful.





Thanks much,



Matt


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RE: [hlcoders] New to Source and AI questions...

2005-09-08 Thread Matt
Ian,

That section was a really helpful start for understanding things, and laid
out very nicely.  Thanks for that.  I was just looking for more coding
examples as I learn best by looking at code.  :)

I'm working through it and thanks for npc_create, that looks to be in the
direction I'm looking for.


Thanks again,

Matt

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian Warwick
Sent: Thursday, September 08, 2005 4:19 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] New to Source and AI questions...

I wrote the AI section there hoping that someone would eventually add
more to it, it's supposed to be an overview of how the AI works
regarding states, conditions, tasks and schedules, so it's only useful
if you want to create custom npc's with custom behaviours.

You can spawn AI with npc_create, it should not be hard to do something
similar dynamically.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt
Sent: 07 September 2005 21:58
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] New to Source and AI questions...

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] Gentlemen,



I'm new to the source engine, but a friend and I have some ideas laid
out and we're working on it.  Part of that is changing how the AI works.
I've been to HYPERLINK
http://developer.valvesoftware.com/wiki/Main_Pagehttp://developer.valv
esof
tware.com/wiki/Main_Page and read a fair amount of that including
HYPERLINK
http://developer.valvesoftware.com/wiki/AI_Programminghttp://developer
.val
vesoftware.com/wiki/AI_Programming.



I'm wondering if there is more information on modifying/creating the AI?
For instance, how do I spawn a NPC at the start of the map?  Our idea
requires squad mates and those squad mates will change in numbers as you
progress through the maps.  I'd rather not have static NPCs on each map,
but be able to spawn an NPC based upon how things went last map, for
instance.
I didn't see much on the answer to this...



Any help you can offer and especially any example code or the like you
could link me to (I haven't seen much on websites that pertains
specifically to
AI) would be really helpful.





Thanks much,



Matt


--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.344 / Virus Database: 267.10.19/92 - Release Date: 9/7/2005

--


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If you have received this email in error you are on notice of its status.
Please notify us immediately by return email if you are not the intended
recipient and delete this message. Please note that any views or opinions
presented in this email are solely those of the author and do not
necessarily represent those of FusionPeople Ltd.

FusionPeople Ltd may monitor outgoing and incoming emails and other
telecommunications on its email and telecommunication systems.

===
This message has been checked for all known viruses by MessageLabs, The
service does not scan any password protected or encrypted attachments.
FusionPeople Ltd accepts no liability for any damage caused by any virus
transmitted by this email.

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Checked by AVG Anti-Virus.
Version: 7.0.344 / Virus Database: 267.10.19/92 - Release Date: 9/7/2005


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Checked by AVG Anti-Virus.
Version: 7.0.344 / Virus Database: 267.10.19/92 - Release Date: 9/7/2005



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RE: [hlcoders] New to Source and AI questions...

2005-09-07 Thread Robin Walker
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
There is already a system to control squad mates as you describe.

Take a look at the ai_ally_manager entity. It counts squad mates and
fires outputs based on the count, which the mapmaker can then point at
npc_template_makers to spawn more squadmates. Those squadmates are just
templated citizens, so they can be busy doing things before the player
shows up to recruit them.



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt
Sent: Wednesday, September 07, 2005 1:58 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] New to Source and AI questions...



This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Gentlemen,



I'm new to the source engine, but a friend and I have some ideas laid
out
and we're working on it.  Part of that is changing how the AI works.
I've
been to HYPERLINK
http://developer.valvesoftware.com/wiki/Main_Pagehttp://developer.valv
esof
tware.com/wiki/Main_Page and read a fair amount of that including
HYPERLINK
http://developer.valvesoftware.com/wiki/AI_Programminghttp://developer
.val
vesoftware.com/wiki/AI_Programming.



I'm wondering if there is more information on modifying/creating the AI?
For instance, how do I spawn a NPC at the start of the map?  Our idea
requires squad mates and those squad mates will change in numbers as you
progress through the maps.  I'd rather not have static NPCs on each map,
but
be able to spawn an NPC based upon how things went last map, for
instance.
I didn't see much on the answer to this...



Any help you can offer and especially any example code or the like you
could
link me to (I haven't seen much on websites that pertains specifically
to
AI) would be really helpful.





Thanks much,



Matt


--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.344 / Virus Database: 267.10.19/92 - Release Date: 9/7/2005

--


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