Combat
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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.
General NPCs
- ai_relationship - Sets which NPCs will fight or ally with which others
- List of default AI relationships
- info_node, Hint nodes and Nodegraph for NPC navigation. Without the former, NPCs generally will not move.
- States
- AI Programming - not combat-specific
General NextBots
- Nav Mesh — Without this, NextBots will be unable to move.
- Example of NextBot Behaviors
Half-Life 2
Control
- ai_goal_police - Station a guard at a door (non-lethal)
- Assaults - Organized attacks along a path
- Door kicks (through the use of scripted sequences)
- path_corner - Used to create patrol routes (see External links for tutorial)
- Rappelling (see external link)
- Standoffs - Controlling how NPCs behave during combat
- Squads - Getting NPCs to act as a team
Creation
- Combine
- Headcrab
- Mapping with Antlions
- npc_combine_s - Used to place Combine soldiers of any type (see the "model" property)
- npc_citizen - Used to place human rebels
- npc_sniper
- npc_strider
- Turrets - Fixed, movable, and usable varieties
- Zombie
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 links)
Todo: add all HL2 enemy entities?
Left 4 Dead/
Todo: add things.
Team Fortress 2
Most "NPCs" in TF2 use the NextBot system.
Control
- bot_action_point — Specifies an action to perform
- bot_controller — Creates & controls a bot
- bot_hint_engineer_nest — Tells MvM Engineer bots where to build a "nest"
- bot_hint_sentrygun — Tells MvM Engineer bots where to build a Sentry Gun
- func_tfbot_hint — Tells Engineer bots where to build or (MvM) Sniper bots where to stand
Creation
- bot_generator — Generates multiple
tf_bot
s - Team Fortress 2 Halloween Bosses
- tf_zombie_spawner — "Intended" way to spawn skeletons
- TFBot Technicalities
Entities
Warning:The following are supposed to be dynamically spawned (via point_template or similar) and may have issues when spawned on their own.
- eyeball_boss!FGD — MONOCULUS!
- headless_hatman!FGD — Horseless Headless Horsemann
- merasmus!FGD — MERASMUS!
- obj_sentrygun — Sentry Gun Note:Unlike the other entities here, this isn't an NPC and has little to no discernible AI.Tip:Suffers no issues when placed as a normal map object.
- tf_bot — Training/MvM bot
- tf_zombie!FGD — Skeleton
See also
- AI Metrics
- Category:AI
- Half-Life 2 Level Creation
- Left 4 Dead Level Creation
- Left 4 Dead 2 Level Creation
- WiseNPCrappel, WiseNPCrapjump - Rappelling metro police
External links
- Collection of NPC tutorials (Archived version retrieved on 1 September, 2009)
- TF2Maps on Halloween (incl. Halloween bosses and skeletons)
- TF2Maps on special MvM bots