Half life 1 weapons
This video discusses a great deal about how the HL2 Combine Soldier AI works. None of this is available with the Hgrunts in HL1. aggressive), set up AI entities to induce Assault or Standoff events, and populate the level with specific hint nodes to influence their action choices such as where to take cover. Here, the mapper can control the soldier's tactics (normal vs. The behavior of the Combine Soldiers in HL2, on the other hand, can receive a lot of direct control from the level designer. Where, when, and how the Hgrunts choose to attack, retreat, flank, flush out enemies with grenades, and so on is all done on the fly as the level designer has little direct control here apart from setting up the squads and building the environment. Using the Human Grunts in HL1 as an example, all the AI really knows and sees are the basic navigation nodes in the maps. In terms of HL1 being more "scripted" and HL2 being more "dynamic", though, the inverse is more true, although not necessarily in the way you might be intending.
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As far as the AI goes (and using HL1's Human Grunts and HL2's Combine Soldiers as the closest and most apt standard for comparison here), the base internal logic is actually very similar, especially if you were to compare the code side-by-side. It depends on what you mean by scripted and dynamic.
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