Prefabs
How To Rez
Game Design
modmaker's Resume
How to Skin
Tools Downloads
Links

News Briefing

Introduction

  • Learning Curve
  • Lith Tools Overview
  • Download the SDK
  • Installing the Tools
  • Dedit Basics
  • Your First Level
  • Expanding a World
  • Building on the Grid
  • KeyBoard Shortcuts
  • Edit Modes
  • Eradicating Leaks
  • World Scale
  • First Level Basics

  • Textures/Surface Flags
  • 4 Types of Doors
  • Making Windows
  • Grates and Railings
  • Stairs, Lifts & Ramps
  • Lights, dirlights, FX
  • Water & Rain Volumes
  • Sky Boxes / Portals
  • A basic Trigger
  • The Wall Switch
  • Adding Pickups
  • Proptypes vs Props
  • StarlightView Mode
  • Muliplayer/ SinglePlayer
  • Second Level Intermediate

  • Prefab Advantage
  • A Prefab Deconstruct
  • Adding Sound FX
  • Hacking Device
  • Torchable Lock
  • Complex Trigger
  • Active Props
  • Light Groups
  • Particle FX
  • Client FX Light
  • Third Level Intermediate

  • AI Basics
  • AI Volumes and Nodes
  • Simple AI Alien
  • Character AI
  • Goal: Patrol
  • Keyframer
  • Advanced Level Building

  • -nosnapnocsg
  • Optimizing a level
  • Importing Terrain
  • Using the Camera
  • A Cinematic
  • Giving AI a script
  • Convoluted trigger
  • Random Events
  •  

     

    Simple AI Aliens

    • Advantage, less processing requirments.
    • Easy to place. Idiot proof.
    • Have special coding for wall walking.
    Simple AI Aliens, are special case AI that do not need an AI Volume to move around and target the player. They are not scriptable like other AI and are the most common in custom community maps cause they're basically idiot proof additions to maps. You place them, you let them go nuts, and they find the player eventually.

    These are the easiest to place...

    Toss one of these suckers into a map, give it the initial command of

    trg player

    and it will be on you like a 17 year old on a Friday night. This works for Simple_runner, simple_drone and simple_facehugger.

    The problem with these simple AI, is they can't be scripted. They are one notch above the Active Props we have studied earlier. They just follow a straight line from their position to the Player. They take up very little processing in game, cause they are not really thinking and have very few options.

    the only other command they respond to:

    msg simpleAI47 REMOVE

    which will get rid of it from the map.

    The MULTISPAWNER can make good use of these pesky AIs in some situations. For example remember when Harrison went into the small hive to save HALL and then all hell broke loose when he had to escape, that overwhelming barrage of alien AI was probably Simple, coninuously being spawned by an MULTISPAWNER.

    (The AI in AvP2 is infinitely suprerior to the simplistic AI from the first game which was basically a SIMPLEAI) the problem came in how it was utilized, not in the coding.

     
    Copyright 2001-2002 William "modmaker" Bostjan All Rights Reserved.