Npc strider: Difference between revisions

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== Flags ==
== Flags ==
* {{fl basenpc}}
* {{Fl BaseNPC}}
* 65536 : Can Stomp Player
* 65536 : Can Stomp Player



Revision as of 19:21, 19 January 2009

Template:Wrongtitle

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.pngTip: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.pngNote:Some keyvalues, spawnflags, effect 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> 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

  • disablephysics
<boolean> Disable physics (reduce CPU)

Flags

BaseNPC flags 
Wait Till Seen : [1]
Prevents this NPC from seeing (or being seen) until it enters a player's viewcone.
Gag : [2]
Won't make IDLE sounds until it's angry.
Fall to ground (unchecked means teleport to ground) : [4]
Drop Healthkit : [8]
Causes this NPC to drop an item_healthvial upon dying.
Efficient : [16]
Don't acquire enemies or avoid obstacles
Wait For Script : [128]
Forces this NPC to "wait" in an idle state until it finishes playing a scripted_sequence.
Long Visibility/Shoot : [256]
By default, increases a NPC's sight range to 6,000 units and allows it to attack from anywhere within that distance.
Fade Corpse : [512]
Think outside PVS : [1024]
Allows this NPC to run its regular AI outside of any player's PVS.
Template NPC : [2048]
Marks this NPC as a template for entities like npc_template_maker. The NPC will not spawn on its own. This is not needed for point_template.
Do Alternate collision for this NPC (player avoidance) : [4096]
Note.pngNote:This flag is disabled in Half-Life 2: Episode One Half-Life 2: Episode Two episodic for player companions, because the StartScripting input does this.
Don't drop weapons : [8192]
Ignore player push : [16384] (in all games since Source 2006)
Entity won't give way to player.
  • 65536 : Can Stomp Player

Inputs

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 (in all games since Half-Life 2: Episode One)
Crouch instantly. This makes the Strider pop to a crouch. Do not do this where players can observe.
  • EnableAggressiveBehavior (in all games since Half-Life 2: Episode One)
Enables striders' new minigun attack
  • DisableAggressiveBehavior (in all games since Half-Life 2: Episode One)
Stop using aggressive behavior. (Revert to normal)
  • StopShootingMinigunForSeconds <float> (in all games since Half-Life 2: Episode One)
Stop shooting the minigun for a period of time (specify seconds as parameter)
  • DisableCrouch (in all games since Half-Life 2: Episode One)
Prevent the Strider from crouching
  • DisableMoveToLOS (in all games since Half-Life 2: Episode One)
Prevent the Strider from seeking Line of Sight to target. (Hold position)

Outputs

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