Npc strider: Difference between revisions
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Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
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Giant walking strider thing! | Giant walking strider thing! | ||
Striders are the ultimate in riot control, their big, their tough and their powerfull. Stiders often use scanners as scouts to look inside the buildings for them as they are limited by their size, there size alos means they need open land or city streets to move in. Striders take work to put down so they should be used sparingly, they also have heavy destructive power so allowing for destruction in your environemtns is a good idea. | |||
{{npcnote}} | {{npcnote}} |
Revision as of 03:25, 12 August 2005
Entity Description
Giant walking strider thing! Striders are the ultimate in riot control, their big, their tough and their powerfull. Stiders often use scanners as scouts to look inside the buildings for them as they are limited by their size, there size alos means they need open land or city streets to move in. Striders take work to put down so they should be used sparingly, they also have heavy destructive power so allowing for destruction in your environemtns is a good idea.

Dedicated Console Variables
- strider_immolate
- <boolean> Unused: Strider Immolation Toggle
- sk_strider_health
- <integer> Strider spawn health
- npc_strider_height_adj
- <integer> Adjust strider's z axis of its origin
- strider_eyepositions
- <boolean> Draw a 3d cross at the standing and crouched eye positions
- strider_show_focus
- <boolean> Draw a 3d cross at the origin of the strider's target
- strider_distributed_fire
- <boolean> Switch targets once in a while
- strider_show_cannonlos
- <boolean> Draw cannon's line of sight
- strider_show_weapon_los_z
- <boolean> Draw weapon's line of sight (z)
- strider_show_weapon_los_condition
- <boolean> Draw weapon's line of sight (condition)
- strider_idle_test
- <boolean> Disables minigun and sets the schedule to standing idle
- strider_always_use_procedural_height
- <boolean> Uses calculated height if not set
- strider_test_height
- <float> Sets the strider's ideal height to this if it's greater than .1
- Only works with strider_always_use_procedural_height on
- strider_pct_height_no_crouch_move
- <float> A percentage used while calculating ideal crouch height
- strider_peek_time
- <float> Gives players this much time before shooting at them (player in slot 1 only)
- strider_peek_time_after_damage
- <float> Gives players this much time before shooting at them after being attacked (player in slot 1 only)
- strider_peek_eye_dist
- <float> Eye distance
- strider_peek_eye_dist_z
- <float> Eye distance z
- strider_free_pass_start_time
- <float>
- strider_free_pass_cover_dist
- <float>
- strider_free_pass_duration
- <float>
- strider_free_pass_refill_rate
- <float>
- strider_free_pass_move_tolerance
- <float>
- strider_free_knowledge
- <float>
- npc_strider_shake_ropes_radius
- <float>
- npc_strider_shake_ropes_magnitude
- <float>
- strider_ar2_altfire_dmg
- <float>
- sk_strider_num_missiles1
- <float> Rockets required to take down an easy strider
- sk_strider_num_missiles2
- <float> Rockets required to take down a medium strider
- sk_strider_num_missiles3
- <float> Rockets required to take down a hard strider
Keyvalues
- disablephysics
- <boolean> Disable physics (reduce CPU)
Flags
- 65536 : Can Stomp Player
Inputs
- SetMinigunTime <float>
- Time to shoot at any set minigun target
- SetMinigunTarget <string>
- Strider will shoot minigun at this
- SetCannonTarget <string>
- 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 <string>
- 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