Squads: Difference between revisions
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Squads allow you to group NPCs in ways they understand. | Squads allow you to group NPCs in ways they understand. Members of a squad will cover each other, move together, share information, and take turns at attacking their enemies. However, they have limitations: | ||
* Squads '''cannot be directly influenced'''. The mapper must instead influence the individual squad members. | * Squads '''cannot be directly influenced'''. The mapper must instead influence the individual squad members. | ||
* Squads will not stay together if | * Squads will not stay together if directed otherwise by a scripted or semi-scripted sequence. | ||
* There are no squad leaders, unlike Half-Life 1. | * There are no squad leaders, unlike Half-Life 1. | ||
* Squad tactics are less complex than in Half-Life 1. | * Squad tactics are less complex than in Half-Life 1. | ||
To form a squad, edit the '''Squad Name''' property for each NPC that will be a part of it. | To form a squad, edit the '''Squad Name''' property for each NPC that will be a part of it. All NPCs sharing the same squad name are in the same squad. | ||
[[Category:AI]] | [[Category:AI]] |
Revision as of 13:02, 21 September 2005
Squads allow you to group NPCs in ways they understand. Members of a squad will cover each other, move together, share information, and take turns at attacking their enemies. However, they have limitations:
- Squads cannot be directly influenced. The mapper must instead influence the individual squad members.
- Squads will not stay together if directed otherwise by a scripted or semi-scripted sequence.
- There are no squad leaders, unlike Half-Life 1.
- Squad tactics are less complex than in Half-Life 1.
To form a squad, edit the Squad Name property for each NPC that will be a part of it. All NPCs sharing the same squad name are in the same squad.