Combat: Difference between revisions
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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. | ||
==Mapping== | == Mapping == | ||
*[[ai_relationship]] — sets which [[NPC]]s will fight or ally with which others | * [[ai_relationship]] — sets which [[NPC]]s will fight or ally with which others | ||
*[[Standoffs]] — controls how NPCs behave during combat | * [[Standoffs]] — controls how NPCs behave during combat | ||
*[[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 (see [[#External links|external link]]) | * Rappelling (see [[#External links|external link]]) | ||
*Door kicks (through the use of [[scripted sequence|scripted sequences]]) | * Door kicks (through the use of [[scripted sequence|scripted sequences]]) | ||
*[[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) | ||
*[[Turrets]] — fixed, movable, and | * [[Turrets]] — fixed, movable, and usable varieties | ||
===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 | * Dropships: [[npc_combinedropship]]; see external link | ||
*Gunships and helicopters ([[npc_combinegunship]] and [[npc_helicopter]]) (see [[#External links|external link]]) | * Gunships and helicopters ([[npc_combinegunship]] and [[npc_helicopter]]) (see [[#External links|external link]]) | ||
*[[Striders]] ([[npc_strider]]) | * [[Striders]] ([[npc_strider]]) | ||
*[[env_headcrabcanister|headcrab cannisters]] | * [[env_headcrabcanister|headcrab cannisters]] | ||
*[[npc_sniper]] | * [[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. | * All types of Combine soldier are placed with [[npc_combine_s]] entities; see the '''model''' property. | ||
*Human rebels are placed with [[npc_citizen]] entities. | * Human rebels are placed with [[npc_citizen]] entities. | ||
==Programming== | == Programming == | ||
*[[list of default AI relationships/table]] | * [[list of default AI relationships/table]] | ||
*[[States]] | * [[States]] | ||
*[[AI Programming]] — not combat-specific | * [[AI Programming]] — not combat-specific | ||
==External links== | <!-- SDK Nuts is closing on 15 Feb 2008 and some (perhaps all) of the tutorials are being ported here on the VDC. When this particular tutorial is available on the VDC, link to it! | ||
*[http://www.sdknuts.net/akg/?sdk=tutnpc NPC tutorials] | == External links == | ||
* [http://www.sdknuts.net/akg/?sdk=tutnpc NPC tutorials] | |||
--> |
Revision as of 13:02, 5 February 2008
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
- 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
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