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

