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

Reply via email to