npc_strider

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npc_strider in HLMV

Striders are the largest known creatures in the Combine arsenal. Simply parading a Strider down a street can be enough to give players a sense of unease, but they are unwieldy and should be used only after great care and consideration. A Strider on every street corner is a great way to destroy their effect!

A Strider has three forms of attack: its minigun, which will slowly strafe across targets, its disintegration cannon that will evaporate all dynamic entities it touches (but needs to be triggered by the mapper), and its legs, which in the right circumstances can stomp down on NPCs and 'immolate' or skewer them.

Tip:Striders will only attack NPCs; to make them attack parts of their environment/other non-NPCs, use npc_bullseyes.

A Strider is a Flying NPC that uses info_node_air_hint of type "Strider Node" for navigation. It can only move in straight lines between these entities (though it can turn freely).

It is also very large, and requires plenty of space in order to move around. They need at least 300 units to fit on the ground and around 540 to stand upright. Striders do not require open terrain however: their long legs allow them to cross over nearly anything up to a certain height.

  • Scanners can be used to extend a Strider's LOS when properly flagged. Every time they take a photo, the location of all NPCs on it is transmitted to nearby Striders and they will react accordingly.
  • In Episode One, Striders have a new attack. They're capable of firing much faster and accurately than they could in Half-Life 2. They are better at tracking the players movements as well.
Note:Some keyvalues, flags, inputs, or outputs might not affect an NPC based on the functionality and coding of the NPC.

Contents

Dedicated CVars

  • npc_strider_height_adj (Default: 0)
<integer> Adjust strider's z axis of its origin.
  • npc_strider_shake_ropes_magnitude (Default: 150)
<float> Magnitude at which the strider's footsteps will shake ropes.
  • npc_strider_shake_ropes_radius (Default: 1200)
<float> Radius in which ropes will shake by the footsteps.
  • sk_strider_health (Default: 350)
<integer> Strider spawn health.
  • sk_strider_num_missiles1 (Default: 5)
<float> Rockets required to take down an easy strider.
  • sk_strider_num_missiles2 (Default: 7)
<float> Rockets required to take down a medium strider.
  • sk_strider_num_missiles3 (Default: 7)
<float> Rockets required to take down a hard strider.
  • strider_always_use_procedural_height (Default: 0)
<boolean> Uses calculated height if not set.
  • strider_ar2_altfire_dmg (Default: 25)
<float> ???
  • strider_distributed_fire (Default: 1)
<boolean> Switch targets once in a while.
  • strider_eyepositions (Default: 0)
<boolean> Draw a 3D cross at the standing and crouched eye positions.
  • strider_free_knowledge (Default: 0)
<float> ???
  • strider_free_pass_cover_dist (Default: 120)
<float> ???
  • strider_free_pass_duration (Default: 2)
<float> ???
  • strider_free_pass_move_tolerance (Default: 320)
<float> ???
  • strider_free_pass_refill_rate (Default: 0)
<float> ???
  • strider_free_pass_start_time (Default: 3)
<float> ???
  • strider_idle_test (Default: 0)
<boolean> Disables minigun and sets the schedule to standing idle.
  • strider_immolate (Default: 0)
<boolean> Unused: Strider immolation toggle.
  • strider_pct_height_no_crouch_move (Default: 90)
<float> A percentage used while calculating ideal crouch height.
  • strider_peek_eye_dist (Default: 1)
<float> Eye distance.
  • strider_peek_eye_dist_z (Default: 4)
<float> Eye distance z.
  • strider_peek_time (Default: 0)
<float> Gives players this much time before shooting at them (player in slot 1 only).
  • strider_peek_time_after_damage (Default: 4)
<float> Gives players this much time before shooting at them after being attacked (player in slot 1 only).
  • strider_show_cannonlos (Default: 0)
<boolean> Draw cannon's line of sight.
  • strider_show_focus (Default: 0)
<boolean> Draw a 3d cross at the origin of the strider's target.
  • strider_show_weapon_los_condition (Default: 0)
<boolean> Draw weapon's line of sight (condition).
  • strider_show_weapon_los_z (Default: 0)
<boolean> Draw weapon's line of sight (z).
  • strider_test_height (Default: 0)
<float> Sets the strider's ideal height to this if it's greater than .1.
Only works with strider_always_use_procedural_height on.

Keyvalues

  • BaseNPC:

Target Path Corner <targetname>
The path_corner that this NPC will move to after spawning.
Squad Name <string>
NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other.
Hint Group <string>
Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
Hint Limit Nav <bool>
Limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
Sleep State <choices>
Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'.
  • 0: None
  • 1: Waiting for threat
  • 2: Waiting for PVS
  • 3: Waiting for input, ignore PVS
  • 4: Auto PVS
  • 5: Auto PVS after PVS
Wake Radius <float>
Auto-wake if player within this distance
Wake Squad <bool>
Wake all of the NPCs squadmates if the NPC is woken
Enemy Filter <targetname>
Filter entity to test targets against
Ignore unseen enemies <bool>
Physics Impact Damage Scale <float>
Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.

DamageFilter:

Damage Filter <targetname>
Name of the filter_damage_type that controls what damages this entity.

ResponseContext:

Response Contexts <string>
Pre-defined response system contexts for this entity. Format is key:value,key:value,...

Shadow:

Disable shadows <bool>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.

RenderFields:

Render Mode <choices>
Set a non-standard rendering mode on this entity. See Render Modes for details.
FX Amount (0 - 255) <int>
Intensity of the selected render mode.
FX Color (R G B) <color255>
Color used by the selected render mode (if applicable).
Disable Receiving Shadows <bool>
Prevents the entity from receiving shadows. To do: RTT and/or shadow map?

RenderFXChoices:

Render FX <choices>
Several GoldSrc-era visibility modes which change the way the entity is rendered, typically by fading it in and out.

Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.

Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • disablephysics
<boolean> Disable physics (reduce CPU)

Flags

  • 1 : Wait Till Seen
  • 2 : Gag :No IDLE sounds until angry
  • 4 : Fall to ground :Unchecked means *teleport* to ground
  • 8 : Drop Healthkit
  • 16 : Efficient - Don't acquire enemies or avoid obstacles
  • 128 : Wait For Script
  • 256 : Long Visibility/Shoot
  • 512 : Fade Corpse
  • 1024 : Think outside PVS
  • 2048 : Template NPC: This entity is a template for the npc_template_maker. It will not spawn automatically and cannot be used with point_template.
  • 4096 : Do Alternate collision for this NPC (player avoidance)
  • 8192 : Don't drop weapons
  • 16384 : Ignore player push : Dont give way to player
  • 65536 : Can Stomp Player

Inputs

  • BaseNPC:

SetRelationship <string|targetname or classname> <string|disposition> <int|rank>
Changes whether this NPC likes or dislikes certain others. Used like the ai_relationship entity, with this NPC as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
SetHealth <int>
Set the NPC's health.
AddHealth <int> (New with Orange Box)
RemoveHealth <int> (New with Orange Box)
Add to or remove from the NPC's health.
SetBodyGroup <int>
HACK: Sets this NPC's body group (from 0 - n). You'd better know what you are doing!
physdamagescale <float>
Scales the damage taken when this character is hit by a physics object. 0 means this feature is disabled for backwards compatibility.
Ignite
Burst into flames.
IgniteLifetime <float>
Ignite for the given number of seconds.
IgniteNumHitboxFires <int>
Ignite with the given number of hitbox fires.
IgniteHitboxFireScale <float>
Ignite with the given hitbox fire scale.
Break
Smash into pieces. If this is not possible, disappear.
BecomeRagdoll (New with Orange Box)
Become a ragdoll without removing yourself?
StartScripting
StopScripting
Enter/exit scripting state, where NPCs ignore a variety of stimulus that would make them break out of their scripts. They ignore danger sounds, ignore +USE, don't idle speak or respond to other NPC's idle speech, and so on.
Assault <targetname>
Start an assault at the given rally point.
SetSquad <string>
Change the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
Wake
Wakes up the NPC if it is sleeping.
ForgetEntity <targetname>
Clears out the NPC's knowledge of a named entity.
GagEnable
GagDisable
Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.
IgnoreDangerSounds <float>
Ignore danger sounds for the specified number of seconds.
HolsterWeapon
UnholsterWeapon
Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
HolsterAndDestroyWeapon
As HolsterWeapon, except the weapon is destroyed once it has been concealed.
ForceInteractionWithNPC <string>
Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
UpdateEnemyMemory <targetname>
Update (or create) this NPC's memory of of the given entity.

RenderFields:

Color <color255>
Set the rendercolor.
Alpha <byte>
Set the renderamt.

DamageFilter:

SetDamageFilter <targetname>
Sets the entity to use as damage filter. Pass an empty string ("") to clear.

ResponseContext:

AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext
Removes all contexts from this entity's list.

Shadow:

EnableShadow
DisableShadow
Control the entity's cheap render-to-texture shadow. Does not affect shadow mapping.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • SetMinigunTime <float>
Time to shoot at any set minigun target
  • SetMinigunTarget <target_destination>
Strider will shoot minigun at this
  • SetCannonTarget <target_destination>
Strider will shoot cannon at this
  • FlickRagdoll
Strider will flick anyone he's skewered
  • StartPatrol
Start patrolling back and forth along the current track.
  • StopPatrol
Stop patrolling back and forth along the track. This will cause the helicopter to come to rest at the track which he's currently flying toward.
  • ChooseFarthestPathPoint
When tracking an enemy, choose the point on the path furthest from the enemy, but still in firing range
  • ChooseNearestPathPoint
When tracking an enemy, choose the point on the path nearest from the enemy
  • Crouch
Crouch down
  • Stand
Stand up from crouch
  • DisableCrouchWalk
  • EnableCrouchWalk
  • SetTargetPath <target_destination>
Set a path for the strider to patrol. The strider will first move to the closest point on the path
  • ClearTargetPath
Clear the strider patrol path
  • CrouchInstantly
Crouch instantly. This makes the Strider pop to a crouch. Do not do this where players can observe.
  • EnableAggressiveBehavior
Enables striders' new minigun attack
  • DisableAggressiveBehavior
Stop using aggressive behavior. (Revert to normal)
  • StopShootingMinigunForSeconds <float>
Stop shooting the minigun for a period of time (specify seconds as parameter)
  • DisableCrouch
Prevent the Strider from crouching
  • DisableMoveToLOS
Prevent the Strider from seeking Line of Sight to target. (Hold position)

Outputs

  • BaseNPC:

OnDamaged
Fired when this NPC takes damage (activator is the damage inflictor)
OnDeath
Fired when this NPC is killed (activator is the killer)
OnHalfHealth
Fired when this NPC reaches half of its maximum health
OnHearWorld
Fired when this NPC hears a sound (other than combat or the player)
OnHearPlayer
Fired when this NPC hears the player
OnHearCombat
Fired when this NPC hears combat sounds
OnFoundEnemy <targetname>
Fired when this NPC establishes line of sight to its enemy
OnLostEnemyLOS
Fired when this NPC loses line of sight to its enemy
OnLostEnemy
Fired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy
OnFoundPlayer <targetname>
Fired when this NPC establishes line of sight to its enemy, and that enemy is a player
OnLostPlayerLOS
Fired when this NPC loses line of sight to its enemy, and that enemy is a player
OnLostPlayer
Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy
OnDamagedByPlayer
Fired when this NPC is hurt by a player (activator is the attacker or vehicle driver (if friendly fire))
OnDamagedByPlayerSquad
Fired when this NPC is hurt by a player OR by one of the player's squadmates (activator is the attacker or vehicle driver (if friendly fire))
OnDenyCommanderUse
Fired when this NPC has refused to join the player's squad
OnWake
Fired when this NPC comes out of a sleep state

Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.



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