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Half life 2 combine combat
Half life 2 combine combat





half life 2 combine combat half life 2 combine combat

Next, create a bunch of the “npc_combine_s” entities on the other side of the room. All of the rest of the properties are optional. Set the squad name of every citizen to “rebelsquad”. Give them whatever weapon you want, and set the “Type” property to “Rebel”. If you want, you can create a raised area as I did (A guy on a balcony? A guy in a tree? Take your pick).Ĭreate a few “npc_citizen” entities on one side of the cover. In the Valve example map, they divide the combine into two squads, and though I’m not sure of the exact purpose of this, except for having the flexibility of two squads, I’m afraid something will screw up if this gets changed, so I’ve left it in the tutorial.įirst, create a (large) basic room about 2170 long by 1247 wide.Ĭreate a few brushes for each side to use as cover. Second, I've used a modified version of the Valve example map for standoffs in the tutorial. I mention this because it’s especially important when assembling complicated scripted and dynamic sequences involving multiple NPCs to make sure that the actual map works before dressing it up. Don’t worry about light, texture, displacements, or anything else. Therefore, when building your map, even if you intend to actually use it in your game or mod, create the very basics first. The building blocks of every map can be constructed with simple dev textures and geometry, and then decorated with trees, cliffs, etc. Whatever environment you’re going for (forest, city, warehouse, whatever) is just decoration. This tutorial assumes intermediate knowledge of Hammer editor. These can be open and dynamic, or heavily scripted, and are fun to implement. In this tutorial, you will learn the basics of setting up a fight between rebel and combine squads, as seen in the street wars section of Half-Life 2. Thanks to Salohcin for the suggestion for this tutorial.







Half life 2 combine combat