Combat: Difference between revisions

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*[[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)

Revision as of 22:24, 8 January 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

External links