Combat: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (un-commented the "External Links" section. whoever commented out the SDK Nuts link commented out the whole section.)
m (revert (that was the intent))
Line 3: Line 3:


== 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 usable varieties
* [[Turrets]] - fixed, movable, and usable varieties


=== Entities ===
=== Entities ===
Line 29: Line 29:
* [[list of default AI relationships/table]]
* [[list of default AI relationships/table]]
* [[States]]
* [[States]]
* [[AI Programming]] — not combat-specific
* [[AI Programming]] - not combat-specific


<!-- 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!
== External links ==
== 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]
* [http://www.sdknuts.net/akg/?sdk=tutnpc NPC tutorials]
-->
-->

Revision as of 16:37, 8 February 2008

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.

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