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FPS AI

Started by Doom3Coder Jul 10, 2004 at 2:57 AM 4 replies 1.1k views
Original Post
Doom3Coder
Doom3Coder
Hi, anyone know how the AI works in games like Quake1/2/3, Unreal Tournament, Half-life and Doom3 (it's not really out, so you'd have to guess :) unless you have the leaked beta ;))? My guess it's just a Finite State Machine (like the enemies are either RUNNING, ATTACKING, REATREATING, etc.) combined with nodes hard-coded into the maps for path-finding... am I correct? But Half-Life's Soldier AI was pretty good, anyone know what made it so advanced? Thanks! :)
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brcolow
brcolow
In AI Wisdom 2, they said in Half-life that basically it was a FSM with kung-fu combatting and a 2 slot attack.

That means that..

Even if you are facing about 50 soldiers at one time only 2 will be activley fighting you (damaging you) and the rest would be doing something idlely random like reloading, running for cover, etc. When one of the 2 slots opened up because one of them died or ran out of ammo, another would go in and when that happened he would yell cover me, even though he had no knowledge of what that actually is, it was just something they said when a slot opened up and he was going to take it. AI is just about making things believable. You don't have to use the top of the line methods as long as it is believable, as Half-life soldiers were.

Did this help?
-Brcolow-
TeamWhore
TeamWhore
Forgot to login again :
Here are links for the source code of the other games:

Quake3 (windows source)
http://www.fileplanet.com/files/40000/42054.shtml

Half-Life (source only, no binaries/tools)
http://www.fileplanet.com/files/80000/81538.shtml

Return to Castle Wolfenstein (windows source)
http://www.fileplanet.com/files/80000/89738.shtml

Enemy Territory is virtually identical to RTCW but also missing most of the bot code, so I won't post that. If you look at the RTCW code, be sure to look at the single player code, as the MP code is unused and essentially left over from Q3.

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