Combat

As a courtesy, please do not edit this while this message is displayed.
If this page has not been edited for at least several hours to a few days, please remove this template. This message is intended to help reduce edit conflicts; please remove it between editing sessions to allow others to edit the page.
The person who added this notice will be listed in its edit history should you wish to contact them.
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 |
This article is 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
- Assaults — organized attacks and battle lines
- Squads — getting NPCs to act as a team
- rappelling
- door kicking
- ai_goal_police — station a guard at a door (non-lethal)
- path_corner — used to create patrol routes (see external links for tutorial)
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.
Programming
- combat AI
- list of default AI relationships
- States
- AI Programming — not combat-specific