Npc strider
From Valve Developer Community
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Entity description
Striders are the largest known creatures in the Combine arsenal. Simply parading a Strider through a street can be enough to give players a sense of unease. They are unwieldy and should be used only after great care and consideration. Striders 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, and its legs, which in the right circumstances can stomp down on NPCs and 'immolate' or skewer them. Striders will only attack NPCs; to make them attack parts of their environment/other non-NPCs, use npc_bullseyes.
- This is a Flying NPC, that uses info_node_air and info_node_air_hint for AI navigation. Striders are large and require 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. They do not require open terrain though: their long legs allow them to cross over nearly anything up to a certain height.
- Scanners can be used to aid 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.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> ???
- npc_strider_shake_ropes_radius (Default: 1200)
- <float> ???
- 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
- targetname <target_source>
- Defines the name that other entities refer to this entity by.
- hammerid [Episode Two Update]
- <integer readonly> This id is used for debugging purposes in Hammer.
- Pitch Yaw Roll (Y Z X)
- This entity's angular orientation in the world (also used for angular effect entities).
- renderfx
- <choices>
Literal Value Description 0 Normal 1 Slow Pulse 2 Fast Pulse 3 Slow Wide Pulse 4 Fast Wide Pulse 5 Slow Fade Away 6 Fast Fade Away 7 Slow Become Solid 8 Fast Become Solid 9 Slow Strobe 10 Fast Strobe 11 Faster Strobe 12 Slow Flicker 13 Fast Flicker 14 Constant Glow 15 Distort 16 Hologram (Distort + fade) 17 Scale up 22 Spotlight FX 23 Cull By Distance (TEST) 24 Fade Wider Pulse
- rendermode
- <choices> Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.
Literal Value Render Mode Description (Click for more info.) 0 Normal Default rendering. 1 Color Obsolete. 2 Texture Plain opacity. 3 Glow No Z buffer checks. Fixed size on screen. 4 Solid / Alphatest Obsolete. (Use alphatest capabilities in materials instead.) 5 Additive Obsolete. Add this entity's color to what's behind it. 7 Additive Fractional Frame Obsolete? Blend between animation frames. 8 Alpha Add (Not in FGD.) Add alpha. 9 World Space Glow No Z buffer checks. Fixed size in world (as opposed to on screen). 10 Dont Render / None Don't render.
- renderamt
- <integer> FX Amount (0 - 255) - How opaque the entity will be rendered. (
0is fully transparent, while255is fully opaque). Will not work if the rendermode keyvalue is set to Normal or Dont Render.
- rendercolor
- <color255> FX Color - What color the entity will be rendered in (to the degree of the opacity set with renderamt).
- disablereceiveshadows
- <boolean> Disable Recieving Shadows
- damagefilter <target_destination>
- Name of the filter_damage_type entity that controls which entities can damage us.
- <string> Response system context(s) for this entity. Format should be: 'key:value,key2:value2,etc'. When this entity speaks, the list of keys and values will be passed to the response rules system.
- disableshadows
- <boolean> Used to disable dynamic shadow casting from this entity.
- target
- <target_destination> If set, the name of a path corner entity that this NPC will walk to, after spawning.
- <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.
- <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.
- <boolean> Limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
- sleepstate
- <choices> Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'.
Literal value Description 0 None 1 Waiting for threat 2 Waiting for PVS 3 Waiting for input, ignore PVS 4 [Episode One Update] Auto PVS [Episode One Update] 5 [Episode One Update] Auto PVS after PVS [Episode One Update]
- wakeradius
- <float> Auto-wake if player within this distance
- <boolean> Wake all of the NPCs squadmates if the NPC is woken
- physdamagescale
- <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.
- 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 upon map spawn - only spawned on cue through that entity. (It can not be spawned through a point_template.)
- 4096 : Do Alternate collision for this NPC (player avoidance)
- 8192 : Don't drop weapons
- 16384 : Ignore player push [Episode One Update]
- Dont give way to player
- 65536 : Can Stomp Player
Inputs
- Kill
- Removes this entity from the world.
- 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 == infinite)>
- Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
- Color <color255>
- Set the rendercolor.
- Alpha <byte>
- Set the renderamt.
- SetDamageFilter <target_destination>
- Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter.
- AddContext <string>
- Adds a context to this entity's list of response contexts. The format should be 'key:value'.
- RemoveContext <string>
- Remove a context from this entity's list of response contexts. The name should match the 'key' of a previously added context.
- Removes all contexts in this entity's list of response contexts.
- DisableShadow
- Turn shadow off.
- EnableShadow
- Turn shadow on.
- SetRelationship <string>
- Changes this entity's relationship toward another entity or class. (Used like the ai_relationship entity, with this NPC as the subject.)
- Format:
<target> <disposition> <rank> - <disposition> values:
Literal Value Description D_HT Hate D_FR Fear D_LI Like D_NU Neutral
- SetHealth <integer>
- Set this NPC's health.
- AddHealth <integer> [Episode Two Update]
- Add to NPC's health.
- RemoveHealth <integer> [Episode Two Update]
- Remove fromNPC's health.
- SetBodyGroup <integer>
- HACK: Sets this NPC's body group (from 0 - n). You'd better know what you are doing!
- physdamagescale <float>
- Sets the value that scales damage energy when this character is hit by a physics object.
- Ignite
- Ignite, burst into flames
- IgniteLifetime [Episode Two Update]
- IgniteNumHitboxFires [Episode Two Update]
- IgniteHitboxFireScale [Episode Two Update]
- Break
- Break, smash into pieces
- StartScripting
- Enter scripting state. In this state, 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.
- StopScripting
- Exit scripting state.
- Assault <target_destination>
- Start an assault. Parameter passed in should be the name of the rally point.
- SetSquad <string>
- Set the name of this NPC's squad. It will be removed from any existing squad automatically. Leaving the parameter blank will remove the NPC from any existing squad.
- Wake
- Wakes up the NPC if it is sleeping.
- ForgetEntity <target_destination>
- Clears out the NPC's knowledge of a named entity.
- GagEnable
- Turn on the NPC Gag flag. NPC won't speak outside of choreographed scenes.
- GagDisable
- Turn off the NPC Gag flag.
- IgnoreDangerSounds <float>
- Ignore danger sounds for the specified number of seconds.
- HolsterWeapon [Episode One Update]
- Force the NPC to holster their weapon. Ignored if the NPC is scripting, if the NPC's weapon is already holstered, or if the NPC doesn't use weapons.
- HolsterAndDestroyWeapon [Episode One Update]
- Identical to HolsterWeapon, except the weapon is destroyed once it has been holstered and concealed.
- UnholsterWeapon [Episode One Update]
- Force the NPC to draw their weapon. Ignored if the NPC is scripting, if the NPC's weapon is already drawn, or if the NPC doesn't use weapons.
- ForceInteractionWithNPC <string> [Episode One Update]
- Force the NPC to use a dynamic interaction with another NPC.
- Parameter format:
<target NPC name> <dynamic interaction name>
- UpdateEnemyMemory <target_destination> [Episode One Update]
- Update (or Create) this NPC's memory of an enemy and its location
- BecomeRagdoll [Episode Two Update]
- 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 [Episode One Update]
- Crouch instantly. This makes the Strider pop to a crouch. Do not do this where players can observe.
- EnableAggressiveBehavior [Episode One Update]
- Enables striders' new minigun attack
- DisableAggressiveBehavior [Episode One Update]
- Stop using aggressive behavior. (Revert to normal)
- StopShootingMinigunForSeconds <float> [Episode One Update]
- Stop shooting the minigun for a period of time (specify seconds as parameter)
- DisableCrouch [Episode One Update]
- Prevent the Strider from crouching
- DisableMoveToLOS [Episode One Update]
- Prevent the Strider from seeking Line of Sight to target. (Hold position)
Outputs
- OnDamaged
- Fired when this NPC takes damage.
- !activator = damage inflictor
- OnDeath
- Fired when this NPC is killed.
- !activator = 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 <ehandle>
- Fired when this NPC establishes line of sight to its enemy (outputs entity).
- 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 <ehandle>
- Fired when this NPC establishes line of sight to its enemy, and that enemy is a player (outputs player entity).
- 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 = 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 = 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.
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