Combat
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A hub for articles about creating fighting and combat in Source maps and mods.
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Mapping
- ai_relationship - sets which NPCs will fight or ally with which others
- Standoffs - controls how NPCs behave during combat
- Assaults - organized attacks and battle lines
- Squads - getting NPCs to act as a team
- Rappelling (see external link)
- Door kicks (through the use of scripted sequences)
- ai_goal_police - station a guard at a door (non-lethal)
- path_corner - used to create patrol routes (see external links for tutorial)
- Turrets - fixed, movable, and usable varieties
- Hint nodes and Nodegraph for NPC navigation.
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Entities
Most NPCs can fight, but some require special set-up:
- Dropships: npc_combinedropship; see external link
- Gunships and helicopters (npc_combinegunship and npc_helicopter) (see external link)
- Striders (npc_strider)
- headcrab cannisters
- npc_sniper
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Notes
- NPCs will not move far, if at all, unless they have info_nodes. See Node graph.
- All types of Combine soldier are placed with npc_combine_s entities; see the model property.
- Human rebels are placed with npc_citizen entities.
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Programming
- list of default AI relationships/table
- States
- AI Programming - not combat-specific
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See also
- WiseNPCrappel, WiseNPCrapjump - Rappeling metro police
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External links
- Collection of NPC tutorials (http://type3studios.com/civilization/tutorials/sdknuts/npc)
