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Warning:The following are supposed to be dynamically spawned (via point_template or similar) and may have issues when spawned on their own.
		
	
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{{Abstract Mapping}} __NOTOC__  | {{LanguageBar}}  | ||
{{Abstract Mapping}}  | |||
<br />  | |||
__NOTOC__  | |||
A hub for articles about creating fighting and combat in Source maps and mods.  | A hub for articles about creating fighting and combat in Source maps and mods.  | ||
==  | == General [[NPC]]s ==  | ||
*  | * {{ent|ai_relationship}} - Sets which NPCs will fight or ally with which others  | ||
*[[  | * [[List of default AI relationships]]  | ||
*[[  | * {{ent|info_node}}, [[Hint nodes]] and [[Nodegraph]] for NPC navigation. Without the former, NPCs generally will not move.  | ||
* [[States]]  | |||
*[[  | * [[AI Programming]] - not combat-specific  | ||
*[[  | |||
===  | == General [[NextBot]]s ==  | ||
* [[Nav Mesh]] — Without this, NextBots will be unable to move.  | |||
* [[Example of NextBot Behaviors]]  | |||
== {{hl2|4}} ==  | |||
=== Control ===  | |||
* {{ent|ai_goal_police}} - Station a guard at a door (non-lethal)  | |||
* [[Assaults]] - Organized attacks along a path  | |||
* Door kicks (through the use of {{ent|scripted sequence}}s)  | |||
* {{ent|path_corner}} - Used to create patrol routes (see External links for tutorial)  | |||
* Rappelling (see [[#External links|external link]])  | |||
* [[Standoffs]] - Controlling how NPCs behave during combat  | |||
* [[Squads]] - Getting NPCs to act as a team  | |||
=== Creation ===  | |||
* [[Combine]]  | |||
* [[Headcrab]]  | |||
* [[Mapping with Antlions]]  | |||
* {{ent|npc_combine_s}} - Used to place Combine soldiers of any type (see the "model" property)  | |||
* {{ent|npc_citizen}} - Used to place human rebels  | |||
* {{ent|npc_sniper}}  | |||
* {{ent|npc_strider}}  | |||
* [[Turrets]] - Fixed, movable, and usable varieties  | |||
* [[Zombie]]  | |||
Most NPCs can fight, but some require special set-up:  | Most NPCs can fight, but some require special set-up:  | ||
*Dropships:   | * Dropships: {{ent|npc_combinedropship}}; see external link  | ||
*  | * Gunships and helicopters ({{ent|npc_combinegunship}} and {{ent|npc_helicopter}}) (see [[#External links|External links]])  | ||
*[[  | {{todo|add all HL2 enemy entities?}}  | ||
*  | |||
*  | == {{Left 4 Dead|4}}/{{Left 4 Dead|4 2}} ==  | ||
{{todo|add things.}}  | |||
== {{Team Fortress 2|4}} ==  | |||
Most "NPCs" in TF2 use the NextBot system.  | |||
=== Control ===  | |||
* {{ent|bot_action_point}} — Specifies an action to perform  | |||
* {{ent|bot_controller}} — Creates & controls a bot  | |||
* {{ent|bot_hint_engineer_nest}} — Tells MvM Engineer bots where to build a "nest"  | |||
* {{ent|bot_hint_sentrygun}} — Tells MvM Engineer bots where to build a Sentry Gun  | |||
* {{ent|func_tfbot_hint}} — Tells Engineer bots where to build or (MvM) Sniper bots where to stand  | |||
=== Creation ===  | |||
* {{ent|bot_generator}} — Generates multiple <code>tf_bot</code>s  | |||
* [[Team Fortress 2 Halloween Bosses]]  | |||
* {{ent|tf_zombie_spawner}} — "Intended" way to spawn skeletons  | |||
* [[TFBot Technicalities]]  | |||
=== Entities ===  | |||
{{warning|The following are supposed to be dynamically spawned (via {{ent|point_template}} or similar) and may have issues when spawned on their own.}}  | |||
* {{ent|eyeball_boss}}{{!fgd}} — MONOCULUS!  | |||
* {{ent|headless_hatman}}{{!fgd}} — Horseless Headless Horsemann  | |||
* {{ent|merasmus}}{{!fgd}} — MERASMUS!  | |||
* {{ent|obj_sentrygun}} — Sentry Gun {{note|Unlike the other entities here, this isn't an NPC and has little to no discernible AI.}}{{tip|Suffers no issues when placed as a normal map object.}}  | |||
* {{ent|tf_bot}} — Training/MvM bot  | |||
* {{ent|tf_zombie}}{{!fgd}} — Skeleton  | |||
==  | == See also ==  | ||
*  | * {{hl2}}[[AI Metrics]]  | ||
*  | * [[:Category:AI]]  | ||
*  | * {{hl2}}[[Half-Life 2 Level Creation]]  | ||
* {{l4d}}[[Left 4 Dead Level Creation]]  | |||
* {{l4d2}}[[Left 4 Dead 2 Level Creation]]  | |||
* {{hl2}}[[WiseNPCrappel]], [[WiseNPCrapjump]] - Rappelling metro police  | |||
==  | == External links ==  | ||
*[  | * {{hl2}} [http://web.archive.org/web/20090901104251/http://type3studios.com/civilization/tutorials/sdknuts/npc Collection of NPC tutorials] {{Archived|date=1 September, 2009}}  | ||
*[  | * {{tf2}} [https://tf2maps.net/threads/scream-fortress-and-you-a-guide-to-all-things-spooky.40118/ TF2Maps] on Halloween (incl. Halloween bosses and skeletons)  | ||
*[  | * {{tf2}} [https://tf2maps.net/threads/guide-mann-vs-machine-attributes-full-version.20732/ TF2Maps] on special MvM bots  | ||
[[Category:Hubs]] [[Category:AI]]  | |||
[[Category:  | |||
Latest revision as of 04:28, 12 July 2024
| Abstract Mapping series Discuss your thoughts - Help us develop the articles or ideas you want | 
|---|
| 
 Ammunition | List of HL2 Animals and Creatures | Mapping with Antlions | Beams and Lasers | Cables and Ropes | Moving Clouds | Color Theory in Level Design | Combat | Combine | Compression (Source 1) | Doors | Dust, Fog, & Smoke | Elevators | Level Transitions | Environmental Lighting, Sun, Weather, & Outdoors | Explosions | Fire | Half-Life 2 Foliage | Glass & Windows | Headcrab | Health | Ladders | Lighting | Optimization (level design) | Physics | Retinal scanners | Sound and Music | Special effects | Terrain | Trains | Turrets | Water | Weapons | Zombie  | 
A hub for articles about creating fighting and combat in Source maps and mods.
General NPCs
- ai_relationship - Sets which NPCs will fight or ally with which others
 - List of default AI relationships
 - info_node, Hint nodes and Nodegraph for NPC navigation. Without the former, NPCs generally will not move.
 - States
 - AI Programming - not combat-specific
 
General NextBots
- Nav Mesh — Without this, NextBots will be unable to move.
 - Example of NextBot Behaviors
 
 Half-Life 2
Control
- ai_goal_police - Station a guard at a door (non-lethal)
 - Assaults - Organized attacks along a path
 - Door kicks (through the use of scripted sequences)
 - path_corner - Used to create patrol routes (see External links for tutorial)
 - Rappelling (see external link)
 - Standoffs - Controlling how NPCs behave during combat
 - Squads - Getting NPCs to act as a team
 
Creation
- Combine
 - Headcrab
 - Mapping with Antlions
 - npc_combine_s - Used to place Combine soldiers of any type (see the "model" property)
 - npc_citizen - Used to place human rebels
 - npc_sniper
 - npc_strider
 - Turrets - Fixed, movable, and usable varieties
 - Zombie
 
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 links)
 
Todo: add all HL2 enemy entities?
 Left 4 Dead/
Todo: add things.
 Team Fortress 2
Most "NPCs" in TF2 use the NextBot system.
Control
- bot_action_point — Specifies an action to perform
 - bot_controller — Creates & controls a bot
 - bot_hint_engineer_nest — Tells MvM Engineer bots where to build a "nest"
 - bot_hint_sentrygun — Tells MvM Engineer bots where to build a Sentry Gun
 - func_tfbot_hint — Tells Engineer bots where to build or (MvM) Sniper bots where to stand
 
Creation
- bot_generator — Generates multiple 
tf_bots - Team Fortress 2 Halloween Bosses
 - tf_zombie_spawner — "Intended" way to spawn skeletons
 - TFBot Technicalities
 
Entities
- eyeball_boss!FGD — MONOCULUS!
 - headless_hatman!FGD — Horseless Headless Horsemann
 - merasmus!FGD — MERASMUS!
 - obj_sentrygun — Sentry Gun 
Note:Unlike the other entities here, this isn't an NPC and has little to no discernible AI.
Tip:Suffers no issues when placed as a normal map object. - tf_bot — Training/MvM bot
 - tf_zombie!FGD — Skeleton
 
See also
AI Metrics- Category:AI
 
Half-Life 2 Level Creation
Left 4 Dead Level Creation
Left 4 Dead 2 Level Creation
WiseNPCrappel, WiseNPCrapjump - Rappelling metro police
External links
 Collection of NPC tutorials (Archived version retrieved on 1 September, 2009)
 TF2Maps on Halloween (incl. Halloween bosses and skeletons)
 TF2Maps on special MvM bots