$niper
Newbie
- Joined
- Jun 16, 2003
- Messages
- 185
- Reaction score
- 0
I like to tinker with Half-Life's AI in Sven Co-op... I'm quite fond of optimizing it and adding new enhancements so that it can kick some ass more effectively. I was just a little bit curious about a few things concerning the AI in Half-Life 2.
Question 1 - Can some types of creatures navigate through water by swimming/jumping in/jumping out?
[Steve Bond]
Some creatures can, but most do not care to swim. While swimming across a river might be the shortest way to get somewhere, it's not necessary the best tactical choice. A soldier will choose to stay on land where he can use his weapons, move quickly, and find places to hide.
Question 2 - How advanced is Half-Life 2's path finding? Is it still based around triangulations, or is it more focused on waypoints, or both... or?
[Steve Bond]
I guess the best answer to this question is "A character who wants to get somewhere will find a way to get there". Half-Life 2's pathfinding supports swimming, flying, jumping, climbing ladders, and opening doors.
Question 3 - How easily can a creature find cover from an enemy? Will it be similar to Half-Life's method - node based, or will the AI be able to find occluded places in the world in which to hide?
[Steve Bond]
Half-Life 2 features upgraded features for finding cover locations. Cover searches are still node-based, but the system is greatly enhanced when compared to Half-Life. When nodes are placed properly, characters have no trouble finding a place to hide and the end result is very much the same as doing full occlusion testing which is very CPU intensive, and we'd rather use those CPU cycles for AI, audio effects, and rendering materials. I might also argue that node-based cover searching is actually better for our game because it puts our designers in control of where characters should and shouldn't try to hide.
About question 3: The major problem I feel in Half-Life was for instance, a Human Grunt or Barney failing to move away from an approaching zombie. This wasn't programmed in of course, but it's still a slightly difficult task to implement. (I'm still working at this in Sven Co-op) If a zombie comes close enough to a grunt, normally a human being would try to make an attempt to get away from it and then resume attacking. So I'm really interested about this for Half-Life 2. It's an element that would in many ways aid an NPC.
[Steve Bond]
In Half-Life, characters couldn't fire their weapons while they moved. So in order to continue defending themselves, they had to hold their ground against enemies. Characters in Half-Life 2 can use weapons while they move, so you'll see a lot of tactical respositioning and other movement operations that are possible now because the characters can defend themselves or provide covering fire while they're on the move.
Well, thanks.
Sniper
Question 1 - Can some types of creatures navigate through water by swimming/jumping in/jumping out?
[Steve Bond]
Some creatures can, but most do not care to swim. While swimming across a river might be the shortest way to get somewhere, it's not necessary the best tactical choice. A soldier will choose to stay on land where he can use his weapons, move quickly, and find places to hide.
Question 2 - How advanced is Half-Life 2's path finding? Is it still based around triangulations, or is it more focused on waypoints, or both... or?
[Steve Bond]
I guess the best answer to this question is "A character who wants to get somewhere will find a way to get there". Half-Life 2's pathfinding supports swimming, flying, jumping, climbing ladders, and opening doors.
Question 3 - How easily can a creature find cover from an enemy? Will it be similar to Half-Life's method - node based, or will the AI be able to find occluded places in the world in which to hide?
[Steve Bond]
Half-Life 2 features upgraded features for finding cover locations. Cover searches are still node-based, but the system is greatly enhanced when compared to Half-Life. When nodes are placed properly, characters have no trouble finding a place to hide and the end result is very much the same as doing full occlusion testing which is very CPU intensive, and we'd rather use those CPU cycles for AI, audio effects, and rendering materials. I might also argue that node-based cover searching is actually better for our game because it puts our designers in control of where characters should and shouldn't try to hide.
About question 3: The major problem I feel in Half-Life was for instance, a Human Grunt or Barney failing to move away from an approaching zombie. This wasn't programmed in of course, but it's still a slightly difficult task to implement. (I'm still working at this in Sven Co-op) If a zombie comes close enough to a grunt, normally a human being would try to make an attempt to get away from it and then resume attacking. So I'm really interested about this for Half-Life 2. It's an element that would in many ways aid an NPC.
[Steve Bond]
In Half-Life, characters couldn't fire their weapons while they moved. So in order to continue defending themselves, they had to hold their ground against enemies. Characters in Half-Life 2 can use weapons while they move, so you'll see a lot of tactical respositioning and other movement operations that are possible now because the characters can defend themselves or provide covering fire while they're on the move.
Well, thanks.
Sniper