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AI: Difference between revisions

244 bytes added ,  16 September 2011
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Filling in cross-links to sections
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'''Pathfinding''' is used when A.I. driven character needs to traverse in level from one place to another. Examples of pathfinding-based A.I. movement are:
'''Pathfinding''' is used when A.I. driven character needs to traverse in level from one place to another. Examples of pathfinding-based A.I. movement are:
:*patrol paths - A.I. driven character moves in a pre-designed fashion, see [[PATR]]
:*patrol paths - A.I. driven character moves in a pre-designed fashion, see [[PATR]]
:*alarm running - A.I. character is requested to go to given console and use it, see section [[Tricks behind Oni A.I.#Alarm behavior - "She's everywhere!"]]
:*alarm running - A.I. character is requested to go to given console and use it, see section [[Tricks behind Oni A.I.#Alarm behavior - "She's everywhere!"|Alarm behavior]]
:*pursuit of target - A.I. character loses direct sight of the enemy, see '''LINK TO PURSUIT BEHAVIOR'''
:*pursuit of target - A.I. character loses direct sight of the enemy, see section [[Tricks behind Oni A.I.#Pursuit of enemy alias "I will find you..."|Pursuit of enemy]]
:*running to weapons in order to pick them up, see '''LINK TO COMBAT BEHAVIOR'''
:*running to weapons in order to pick them up, see '''LINK TO COMBAT BEHAVIOR'''


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:*A.I. driven character enters close combat state and goes into melee
:*A.I. driven character enters close combat state and goes into melee
:*A.I. driven character is dodging gunfire, be it firingspreads or projectiles
:*A.I. driven character is dodging gunfire, be it firingspreads or projectiles
:*A.I. driven character is requested to run away from enemy by special setting in CMBT profile, see '''LINK TO CMBT PROFILE'''
:*A.I. driven character is requested to run away from enemy by special setting in [[CMBT]] profile


:In this mode A.I. is not given exact destination where to move. Instead it is given a "desire" to go to some direction. This mode still uses pathfinding grid, however in a bit different way than pathfinding does so glitches occur, mainly unexpected collisions and ignored tiles (A.I. runs over the edge and falls down to its death).
:In this mode A.I. is not given exact destination where to move. Instead it is given a "desire" to go to some direction. This mode still uses pathfinding grid, however in a bit different way than pathfinding does so glitches occur, mainly unexpected collisions and ignored tiles (A.I. runs over the edge and falls down to its death).
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:*Gunfire (red) - causes alert rise to high level.
:*Gunfire (red) - causes alert rise to high level.


:For more info about A.I. alert levels, see '''LINK TO ALERTS AND PURSUIT'''. These sound types are used by impact effects [[ONIE]] and danger sound type can be set in particle as a "danger radius".
:For more info about A.I. alert levels, see section [[Tricks behind Oni A.I.#Reactions on stimuli a.k.a. "What was that?!"|Reaction on stimuli]]. These sound types are used by impact effects [[ONIE]] and danger sound type can be set in particle as a "danger radius".




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:*ReturnTo Job - A.I. returns to its job
:*ReturnTo Job - A.I. returns to its job
:*KeepLooking - A.I. does not return to its job but keeps using the last used pursuit behavior
:*KeepLooking - A.I. does not return to its job but keeps using the last used pursuit behavior
:*FindAlarm - A.I. tries to switch to alarm behavior (see '''LINK TO ALARM BEHAVIOR'''), if it does not suceed, A.I. returns to its job.
:*FindAlarm - A.I. tries to switch to alarm behavior (see section [[Tricks behind Oni A.I.#Alarm behavior - "She's everywhere!"|Alarm behavior]]), if it does not suceed, A.I. returns to its job.




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:*In extreme case, A.I. character can be even made to though the level on it own, moving from one console to another. That can be used to create chasing levels - A.I. character has to use a certain number of consoles while player is required to stop this A.I. character from doing so. Thanks to Alarm behavior the task of tripping alarm consoles can be fully completed by A.I., no scripting needed.
:*In extreme case, A.I. character can be even made to though the level on it own, moving from one console to another. That can be used to create chasing levels - A.I. character has to use a certain number of consoles while player is required to stop this A.I. character from doing so. Thanks to Alarm behavior the task of tripping alarm consoles can be fully completed by A.I., no scripting needed.
==Combat behavior : "Hokey religions and ancient weapons..."==
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