How to use Combine soldiers in maps tutorial
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- Опубликовано: 16 окт 2024
- A video made by Abraham Lee, explaining how to use Combine soldiers in maps, but it is also interesting from a players' point of view.
NOTE ABOUT THE AI BUG MENTIONED:
This is actually two separate issues. Due to the way combine use "attack slots," its possible a soldier won't be able to shoot after flanking the player. Typically, another soldier will be moving in, so this isn't an issue unless the environment is particularly large. The soldier will than take cover, but this can often be at close range (Watch the scenes in the dev map and the stair case). This can be fixed with map layout, scripting, or staggering spawning. The other issue is when their cover "schedule" fails. This can be due to multiple reasons. Such as not being able to find cover or where they're moving to has become invalid. If they can't shoot AT THIS EXACT MOMENT IN TIME, due to the fact other soldiers are engaging, than they'll charge. Ironically, the soldier charging can gain that "Attack slot" while charging, so they'll end up running and gunning. The best way to fix this is node placement, cover placement, number of squad members, or controlling where a soldier can navigate. It's very confusing. Use "ent_text" command to get more information on your case or check the Github code.
Some other facts:
Scripted grenade throws don't remove grenades from a soldier's pool of grenades.
Soldiers only use the Shot Regulator when moving and shooting. Basically, standoffs act funny.
Soldiers will grenade allies, just not squad members.
Soldiers use "combat" animations while in assaults, even if they're not in a "combat" state.
Soldiers won't hide to reload if they're current enemy doesn't have a range attack. (hint grouping causes them to do so.)
Soldiers don't talk as much as Metrocops.
Soldier will stop flanking or charging if they find a "new enemy." (What exactly makes an enemy "new" is still hazy to me)
A lot is done in their code to control when they begin moving and shooting. There's everything from a shoot delay to out right disabling the ability in certain circumstances.
There's a lot of special conditions and fall back cases in their ai that controls how they function in large, open environments. Think a hilly plain more than 3000 units long, way past the AR2's max attack range.
-Soldier are more susceptible too bad node graph placement than most other npcs, so be mindful of your nodes.
Their ai often works best in groups of 2-6.
Their ai was changed during the orange box update.
I'm considering redoing this focusing on the philosophy behind these ai design decisions or a collaborative work with Jim Partridge. Comment below if you'd like to see this.
I love the squad AI. Have a large map with multiple routes. Place combine here and there in the same squad. Have some things that detect the player (cameras, using combine buttons, etc.) and alert the squad (see the enemy finder npc). Now the map plays much differently every time. For extra fun, players complain you spawn combines in front of them, when they actually traversed half the map to ambush the player.
Jonas Termansen May I know what map and buttons do you use?
@@snetzach7957it’s just regular buttons but they have the trigger to alert the combine
Does rebels have squad system?
@@gahler8552 Yes rebels using same squad system like combine soldiers
@@Crumpled-i9k I see
when playing in gmod with 8-10 soldiers, i noticed that the two soldiers out of the bunker (it was on nova prospekt beach) noticed the antlions coming, one started firing and the other alerted the 5-6 other soldiers, the soldiers set up in a line on the ridge, and took turns firing, while one soldier started moving down the hill to flank the antlions, or maybe that's standard AI for them to flank, idk.
its true people that's how F.E.A.R works as well.
Thanks for the info.
old as heck comment, but I recently did mapping for F.E.A.R,
It is really complex the work the level designers need to do,
not only you specify special animation navigation like crawl under something, but all the cover nodes are single per unit and all you specify which animation to use, their FOV, radius etc., basically to create the perfect covers.
Why F.E.A.R AI is so good, the hat goes to the level designers for all their work
If anyone want the shotgun soldier to have the regular skin (or the other way). Use the NPC's Outputs with their Sleep State. (skin 0 = Regular | skin 1 = Shotgun)
Class info | Sleep State: Waiting for threat / Waiting for input, ignore PVS (For triggers)
Outputs | OnWake - !Self - AddOutput - skin 0 - 0.00
No joking around, a combine with a bit more HP thant yours with the 'Shoot from far away' and 'Think outside PVS' flags makes them extreme deadly even on a 1vs1
What does that flag do?
If they were actually designed to be to extremely smart with amazing coordination they would be impossible to defeat without having all your magazines and health being gone.
Combine Soldiers are quite smart. You just have less time to notice it as you'll be more focused on shooting them.
Combine soldiers ARE very smart, the problem is that the HL2's more cramped level design kind of ended up working against their AI, as the soldier AI works at its best when in larger environments where it can take advantage of cover and flank effectively, as well as using grenades to flush you out of your own cover.
An easy way to show how smark they are is to create a simple battlefield on an open map in Garry's Mod. Place some rebels on one side and one or two groups of Combine soldiers on the other, and decorate the field with all sorts of structures/walls/cover/etc. Doing that, it becomes much more clear how good their AI actually is.
that's just because there isnt much open area in half life 2 and also the existence of easy mode, which allows for "W + M2" with the shotgun, i find hard mode a lot more enjoyable especially in the gunfights with the combine
I just watched this video from a different source.
+zonetropper Yes, I have uploaded to my channel with permission from the author.
Combine is amazing
Indeed they are, sometimes I wish If they come here.
@@hansoberhaus3950 there are literally 0 advantages to living under the combine
How Did You Make That Door *Destructable*
is a scripted event
so... how do we use the combine soldiers?
Sorry, I don't understand you question.
what if we replaced the combine AI with the HECU AI
with some edits of course . what would happen
No idea!
@engineer with the drip Bit harder than just that.
almost the entirety of the combine soldier ai is hgrunt ai from hl1 rewritten from what ive heard
valve made overwatch units dumber becouse they would be almost impossible to fight them
they're not dumber it's just that the maps are bad
no they're not dumber, their accuracy is bad and their health is too low
I'm glad that you can change the behavior and effectiveness of an AI easily
Any chance you can tell me how to make effective nodes to improve there AI?
+Whitelightning TwisterDragon This is something I'm still trying to figure out myself. The best advice I can give is think of each node as a cover and shoot position. Got a lot of open ground in a map? Place less nodes there, but make sure there are enough that the ai can still navigate across. try to avoid putting nodes near "thin" cover, such as a dresser sticking out of the wall. The ai can navigate off the graph to that if it's close enough; you don't want them ruining there if that cover is going to be broken easily. A good example of bad nodes is the Overwatch Nexus interior. Each hallway has one line of nodes through it, this would work well in a more open setting, but because of the difficulty navigating the nexus, the ai files in one by one, if it was two rows of nodes they could come in two at a time (the scritpitng in the Nexus also hampers things here). Another example is a door way or window. Stand there and see what nodes you can see (being mindful of height as well). If the only node you see is right in front of the window or door way, than you might want to consider changing node placement. Of course, sometimes this is a case of bad map design (narrow doors and narrow hallways), in which case you'd want to add longer sight lines. AI nodes are very fiddly, and I'm still figuring it out myself. The name of the game is line of sight.
Can someone tell me how to get the combine's hl ep2 radio beeping noise
how do i spawn different combine soldier varients?
I actually never knew this information. Thanks!
Just a question, what are the test maps called?
Does rebels have squad system similar to combines?
Help I download a nuke mod from workshop and combine are a posing when I spawn them in Garry’s mod
Question. How do I make city Cops not Attack the Player . So they like psuh him away?
You can't.
env_global
Wonderful video!
How do you set up the squad AI in gmod?
How to make a Combine Sniper ?
Try the SMC Discord server: discord.gg/XPM8hM8
RunThinkShootLive Thanks (-:
I was here to know how to use hammer...... if you noticed what i got in to, it pretty sucked going thru all the searching
I want to be Combine Soldier in Hl 2
Why?
I want to be one in real life
@@hansoberhaus3950 I don’t want to lose my humanity
thank you!
I call the shotgun comebine rushers
Just copied it from another person
No, I asked and received prior permission to post it here to give it a wider audience. It's also clearly explained in the description who made it.
oh but that's what I'm kind of talking about I've actually seen a person that's less popular and and he actually freaking had the exact thing so yeah but it is good to ask permission because that would just be the worst if you didn't
Pls do some more
Is this Gmod or HL2?
HL2
Pls do more
There will be over ten thousand comments below the video
You what they should make a so that The columbine are smarter
Pls more