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:For more info about AI alert levels, see section [[#Reactions and awareness|Reactions and awareness]]. These sound types are used by impact effects ([[ONIE]]), and a danger sound type can be set in a particle's as part of its "danger radius".
:For more info about AI alert levels, see section [[#Reactions and awareness|Reactions and awareness]]. These sound types are used by impact effects ([[ONIE]]), and a danger sound type can be set in a particle's as part of its "danger radius".


:For a video illustration of AI hearing, see [https://youtu.be/LxX5dbYGZow this video].
:For a video illustration of AI hearing, see [https://www.youtube.com/watch?v=LxX5dbYGZow this video].


:Modding hints: The sound system and ONIE are mighty tools if a modder knows how to use them. Even doors can have attached to them a sound sphere of one of the types listed above, so a modder can create doors which draw the attention (sound type Interesting) of nearby AIs when those doors are used.
:Modding hints: The sound system and ONIE are mighty tools if a modder knows how to use them. Even doors can have attached to them a sound sphere of one of the types listed above, so a modder can create doors which draw the attention (sound type Interesting) of nearby AIs when those doors are used.
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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. A demonstration of alarm behavior being used by an AI to complete all of Chapter 1 can be found [https://youtu.be/CkzguNxjGEs HERE].
:*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://www.youtube.com/watch?v=CkzguNxjGEs HERE].


==Basic combat behaviors==
==Basic combat behaviors==