Combat: Difference between revisions

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{{Abstract Mapping}} __NOTOC__
{{Abstract Mapping}} __NOTOC__
This article is a hub for articles about creating fighting and combat in Source maps and mods.
This article is a hub for articles about creating fighting and combat in Source maps and mods.
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*[[Assaults]] — organized attacks and battle lines
*[[Assaults]] — organized attacks and battle lines
*[[Squads]] — getting NPCs to act as a team
*[[Squads]] — getting NPCs to act as a team
*[[rappelling]]
*[[rappelling]] (see external link)
*[[door kicking]]  
*[[door kick]]  
*[[ai_goal_police]] — station a guard at a door (non-lethal)
*[[ai_goal_police]] — station a guard at a door (non-lethal)
*[[path_corner]] — used to create patrol routes (see external links for tutorial)
*[[path_corner]] — used to create patrol routes (see external links for tutorial)
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===Entities===
===Entities===
Most NPCs can fight, but some require special set-up:
Most NPCs can fight, but some require special set-up:
*[[dropships]]
*Dropships: [[npc_combinedropship]]; see external link
*[[gunships]]
*[[Gunships and helicopters]] ([[npc_combinegunship]] and [[npc_helicopter]]) (see external link)
*[[striders]]
*[[Striders]] ([[npc_strider]])
*[[headcrab cannisters]]
*[[headcrab cannisters]]
*[[snipers]]
*[[npc_sniper]]


===Notes===
===Notes===
*NPCs will not move far, if at all, unless they have [[info_node]]s. See [[Node graph]].
*NPCs will not move far, if at all, unless they have [[info_node]]s. 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.


==Programming==
==Programming==
*[[combat AI]]
*[[list of default AI relationships/table]]
*[[list of default AI relationships]]
*[[States]]
*[[States]]
*[[AI Programming]] — not combat-specific
*[[AI Programming]] — not combat-specific


==External links==
==External links==
 
*[http://www.akilling.org/akg/?akg=tutnpc NPC tutorials]
*[http://www.akilling.org/akg/forums/topic.asp?TOPIC_ID=613 Patrolling]


[[Category:Level Design]]
[[Category:Level Design]]

Revision as of 10:48, 28 October 2005

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

This article is a hub for articles about creating fighting and combat in Source maps and mods.

Mapping

Entities

Most NPCs can fight, but some require special set-up:

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.

Programming

External links