Combat: Difference between revisions
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* [[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 | * [[Assaults]] - organized attacks along a path | ||
* [[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]]) |
Revision as of 16:12, 17 May 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 along a path
- 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
- Hint nodes and Nodegraph for NPC navigation.
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
See also
- WiseNPCrappel, WiseNPCrapjump - Rappeling metro police