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m (linking to Loser's demo of ai2_skill_error) |
m (→Alarm behavior: linking to Loser's video of AI completing Chapter 1) |
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:*Another way of using alarm mechanics is to create a feeling of cooperation -- in order for the player to achieve something, an AI-driven sidekick must use a console. | :*Another way of using alarm mechanics is to create a feeling of cooperation -- in order for the player to achieve something, an AI-driven sidekick must use a console. | ||
:*In extreme cases, an AI can be even made to move through the level on it own, from one console to another. That can be used to create "chase" missions -- an AI wants to activate a certain number of consoles, while the player is required to stop it from doing so. Thanks to Alarm behaviors, the task of tripping consoles can be fully completed by the AI, no scripting needed. Such a setup is on the one hand prone to possible AI glitches, but on the other hand can add an element of randomness and increase replayability. | :*In extreme cases, an AI can be even made to move through the level on it own, from one console to another. That can be used to create "chase" missions -- an AI wants to activate a certain number of consoles, while the player is required to stop it from doing so. Thanks to Alarm behaviors, the task of tripping consoles can be fully completed by the AI, no scripting needed. Such a setup is on the one hand prone to possible AI glitches, but on the other hand can add an element of randomness and increase replayability. A demonstration of alarm behavior being used by an AI to complete all of Chapter 1 can be found [https://youtu.be/CkzguNxjGEs HERE]. | ||
==Basic combat behaviors== | ==Basic combat behaviors== |