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==External links==  | ==External links==  | ||
*[http://www.  | *[http://www.sourcemapping.org/akg/?akg=tutnpc NPC tutorials]  | ||
*[http://www.  | *[http://www.sourcemapping.org/akg/forums/topic.asp?TOPIC_ID=613 Patrolling]  | ||
Revision as of 05:50, 16 May 2006
| Abstract Mapping series Discuss your thoughts - Help us develop the articles or ideas you want | 
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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  | 
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)
 - Turrets — fixed, movable, and useable varieties
 
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