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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 | *[[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: [[npc_combinedropship]]; see external link | ||
*[[ | *[[Gunships and helicopters]] ([[npc_combinegunship]] and [[npc_helicopter]]) (see external link) | ||
*[[ | *[[Striders]] ([[npc_strider]]) | ||
*[[headcrab cannisters]] | *[[headcrab cannisters]] | ||
*[[ | *[[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== | ||
*[[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
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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
- ai_relationship — sets which NPCs will fight or ally with which others
- Assaults — organized attacks and battle lines
- Squads — getting NPCs to act as a team
- rappelling (see external link)
- door kick
- ai_goal_police — station a guard at a door (non-lethal)
- path_corner — used to create patrol routes (see external links for tutorial)
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
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
- list of default AI relationships/table
- States
- AI Programming — not combat-specific