Source AI vs. Source 2 AI

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0:00 NPC's reacting to props
1:16 Doors vs. NPCs
2:21 NPCs vs. you holding a prop (can they see you?)
3:15 Grunts vs. CP (friendly taking damage)
4:10 Soldier vs. Ordinal (friendly taking damage)
5:03 Hearing AI (can they hear you walk and shoot?)
6:08 Getting up close to CP's & Grunts (do they kick you? do they push you?)
6:58 Getting up close to Soldiers & Ordinals (do they kick you? do they push you?)
7:58 NPCs reacting to grenades (this one's pretty bad)
9:28 Zombies throwing props (does it still work in Alyx?)
10:09 Outro

#HalfLife #HalfLife2 #Valve #HalfLifeAlyx
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lesson of the day half lifes ai looks alot better in action than in testing

aidengoodrich
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What I learned is that the source 2 ai really cares about its buddies

___Tammy___
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There's a big flaw in this comparison. The combine soldiers were spawned without any weapons, and they can't move when they're unarmed

slackingstacker
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The combine soldier grenade reaction for half life 2 was not accurate because combine soldiers without weapons are incapable of walking and running, instead, they will only play the animation where they try to shield themselves, with weapons, they will try to run away.

WhatIsLove
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the reason why source2's combine gets pushed by a ball is because their last three braincells got surprised and shocked

syakdat
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Source 2 ai are so dramatic, *getting hit by a box* "OMG I'm gonna faint!"

SuperLalulalu
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Source Combines reacting to props: **runs after you**

Source 2 Combines reacting to props: **gets pushed aside**

TheEngieTF
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Remember that source 2 AI has been toned down a lot so that it's much less overwhelming and hard while playing vr.

numberriker
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4:10 Important note: Combine soldiers *can not move* if they spawn without a weapon. They will only stand, look around, and melee enemies that touch them. That's it.

KoalaTContent
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The ai in HLA react differently in flat screen vs. VR (cause the game was made for it). For example, you can’t hold props in front of you the same way, and they calculate your hitbox differently

leegofilms
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9:00 "Both the Combine grunt and combine suppressor takes a second to notice the grenade"
(Then they both look at each other )
Combine grunt: O_O
Combine Suppressor: O_O
Both: RUN
I love this small interaction.

nief-
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The npc's are working very good when you place AI nodes in the area they follow you and no bug or something else happens in source 1 engine. Its perfect. Doors and stuf. I put citizens and metropolice. Citizens open a door and get inside after that metropolice follows and shoots them. I put the AI nodes very carefully and perfectly to avoid any kind of bugs. And even the zombies have hearing AI man i tested very carefully.

zombine
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Source 2 AI when being thrown with a prop: GUYS RUN HES GOING TO KILL US!!
Source 1 AI when being thrown with prop: GET BACK HERE LITTLE SHIT

shxno-i
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Alyx: *Holds a small box before herself*
Combine Grunt: "HOSTILE SECTOR UNKNOWN!"

bloomingpain-flower
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I love how the source 2 combine's reaction to their friend being shot is to run up to them and hold them at gunpoint XD

itslumine
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Its funny when source 2 combine squad reaction to throwing them prop

lxdgamer
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8:09 - grenade reaction depends on the node graph, if I remember correctly (they have to be able to navigate the environment in order to flee the grenade)
I don't know how many NPC nodes are there on the highway, where you tested Source 1, but I definitely remember the HL2 Combine AI behaving as:
- choose a path opposite as possible to the grenade
- see if you can make it that way outside the grenade range (never run towards the grenade, even in a dead end)
- if yes, run (needs node graph)
- if no, hunker and die

TheOnlyRealTapir
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6:57 Other important note: They still won't move without a weapon, if they had one they would choose between charging at the player to melee, or backing away to maintain fire

KoalaTContent
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the combine at 4:01 its so adorabe because he goes to check if his friend is ok!

gwa
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7:29
I can't stop laughing at that "kick"

vrabo