Npc strider: Difference between revisions

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{{wrongtitle|title=npc_strider}}
{{wrongtitle|title=npc_strider}}


==Entity Description==
== Entity description ==
 
[[Image:Combine_strider.jpg|frame|right|Strider]]
[[Image:Combine_strider.jpg|frame|right|Strider]]


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!
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_bullseye]]s.
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 [[NPC]]s and 'immolate' or skewer them. Striders will only attack NPCs; to make them attack parts of their environment/other non-NPCs, use [[npc_bullseye]]s.


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.
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.
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[[npc_cscanner|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.
[[npc_cscanner|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.
In [[Episode One|Half-Life 2: 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.


{{npcnote}}
{{npcnote}}


==Dedicated Console Variables==
== Dedicated CVars ==
 
* '''npc_strider_height_adj''' (Default: 0)
* '''npc_strider_height_adj''' (Default: 0)
: <integer> Adjust strider's z axis of its origin.
: <integer> Adjust strider's z axis of its origin.
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* '''npc_strider_shake_ropes_radius''' (Default: 1200)
* '''npc_strider_shake_ropes_radius''' (Default: 1200)
: <float> ???
: <float> ???
* '''sk_strider_health''' (Default: 350)
* '''sk_strider_health''' (Default: 350)
: <integer> Strider spawn health.
: <integer> Strider spawn health.
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* '''sk_strider_num_missiles3''' (Default: 7)
* '''sk_strider_num_missiles3''' (Default: 7)
: <float> Rockets required to take down a hard strider.
: <float> Rockets required to take down a hard strider.
* '''strider_always_use_procedural_height''' (Default: 0)
* '''strider_always_use_procedural_height''' (Default: 0)
: {{boolean}} Uses calculated height if not set.
: {{boolean}} Uses calculated height if not set.
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* '''strider_eyepositions''' (Default: 0)
* '''strider_eyepositions''' (Default: 0)
: {{boolean}} Draw a 3D cross at the standing and crouched eye positions.
: {{boolean}} Draw a 3D cross at the standing and crouched eye positions.
* '''strider_free_knowledge''' (Default: 0)
* '''strider_free_knowledge''' (Default: 0)
: <float> ???
: <float> ???
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* '''strider_free_pass_start_time''' (Default: 3)
* '''strider_free_pass_start_time''' (Default: 3)
: <float> ???
: <float> ???
* '''strider_idle_test''' (Default: 0)
* '''strider_idle_test''' (Default: 0)
: {{boolean}} Disables minigun and sets the schedule to standing idle.
: {{boolean}} Disables minigun and sets the schedule to standing idle.
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* '''strider_pct_height_no_crouch_move''' (Default: 90)
* '''strider_pct_height_no_crouch_move''' (Default: 90)
: <float> A percentage used while calculating ideal crouch height.
: <float> A percentage used while calculating ideal crouch height.
* '''strider_peek_eye_dist''' (Default: 1)
* '''strider_peek_eye_dist''' (Default: 1)
: <float> Eye distance.
: <float> Eye distance.
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* '''strider_peek_time_after_damage''' (Default: 4)
* '''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).
: <float> Gives players this much time before shooting at them after being attacked (player in slot 1 only).
* '''strider_show_cannonlos''' (Default: 0)
* '''strider_show_cannonlos''' (Default: 0)
: {{boolean}} Draw cannon's line of sight.
: {{boolean}} Draw cannon's line of sight.
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* '''strider_show_weapon_los_z''' (Default: 0)
* '''strider_show_weapon_los_z''' (Default: 0)
: {{boolean}} Draw weapon's line of sight (z).
: {{boolean}} Draw weapon's line of sight (z).
* '''strider_test_height''' (Default: 0)
* '''strider_test_height''' (Default: 0)
: <float> Sets the strider's ideal height to this if it's greater than ''.1''.
: <float> Sets the strider's ideal height to this if it's greater than ''.1''.
: Only works with '''strider_always_use_procedural_height''' on.
: Only works with '''strider_always_use_procedural_height''' on.


==Keyvalues==
== Keyvalues ==
* {{kv basenpc}}
* {{kv basenpc}}


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: {{boolean}} Disable physics (reduce CPU)
: {{boolean}} Disable physics (reduce CPU)


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


==Inputs==
== Inputs ==
 
* {{i basenpc}}
* {{i basenpc}}
* '''SetMinigunTime <float>'''
* '''SetMinigunTime <float>'''
: Time to shoot at any set minigun target
: Time to shoot at any set minigun target
* '''SetMinigunTarget <target_destination>'''
* '''SetMinigunTarget <target_destination>'''
: Strider will shoot minigun at this
: Strider will shoot minigun at this
* '''SetCannonTarget <target_destination>'''
* '''SetCannonTarget <target_destination>'''
: Strider will shoot cannon at this
: Strider will shoot cannon at this
* '''FlickRagdoll'''
* '''FlickRagdoll'''
: Strider will flick anyone he's skewered
: Strider will flick anyone he's skewered
* '''StartPatrol'''
* '''StartPatrol'''
: Start patrolling back and forth along the current track.
: Start patrolling back and forth along the current track.
* '''StopPatrol'''
* '''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.
: 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'''
* '''ChooseFarthestPathPoint'''
: When tracking an enemy, choose the point on the path furthest from the enemy, but still in firing range
: When tracking an enemy, choose the point on the path furthest from the enemy, but still in firing range
* '''ChooseNearestPathPoint'''
* '''ChooseNearestPathPoint'''
: When tracking an enemy, choose the point on the path nearest from the enemy
: When tracking an enemy, choose the point on the path nearest from the enemy
* '''Crouch'''
* '''Crouch'''
: Crouch down
: Crouch down
* '''Stand'''
* '''Stand'''
: Stand up from crouch
: Stand up from crouch
* '''DisableCrouchWalk'''
* '''DisableCrouchWalk'''
* '''EnableCrouchWalk'''
* '''EnableCrouchWalk'''
* '''SetTargetPath <target_destination>'''
* '''SetTargetPath <target_destination>'''
: Set a path for the strider to patrol. The strider will first move to the closest point on the path
: Set a path for the strider to patrol. The strider will first move to the closest point on the path
* '''ClearTargetPath'''
* '''ClearTargetPath'''
: Clear the strider patrol path
: Clear the strider patrol path
* '''{{ep1 add|CrouchInstantly}}'''
* '''{{ep1 add|CrouchInstantly}}'''
: Crouch instantly. This makes the Strider pop to a crouch. Do not do this where players can observe.
: Crouch instantly. This makes the Strider pop to a crouch. Do not do this where players can observe.
* '''{{ep1 add|EnableAggressiveBehavior}}'''
* '''{{ep1 add|EnableAggressiveBehavior}}'''
: Enables striders' new minigun attack
: Enables striders' new minigun attack
* '''{{ep1 add|DisableAggressiveBehavior}}'''
* '''{{ep1 add|DisableAggressiveBehavior}}'''
: Stop using aggressive behavior. (Revert to normal)
: Stop using aggressive behavior. (Revert to normal)
* '''{{ep1 add|StopShootingMinigunForSeconds <float>}}'''
* '''{{ep1 add|StopShootingMinigunForSeconds <float>}}'''
: Stop shooting the minigun for a period of time (specify seconds as parameter)
: Stop shooting the minigun for a period of time (specify seconds as parameter)
* '''{{ep1 add|DisableCrouch}}'''
* '''{{ep1 add|DisableCrouch}}'''
: Prevent the Strider from crouching
: Prevent the Strider from crouching
* '''{{ep1 add|DisableMoveToLOS}}'''
* '''{{ep1 add|DisableMoveToLOS}}'''
: Prevent the Strider from seeking Line of Sight to target. (Hold position)
: Prevent the Strider from seeking Line of Sight to target. (Hold position)


==Outputs==
== Outputs ==
 
* {{o basenpc}}
* {{o basenpc}}


{{otherlang:en}}
{{otherlang:en}}
{{otherlang:en:ru|Npc_strider:ru}}
{{otherlang:en:ru|Npc_strider:ru}}


[[Category:Entities]][[Category:NPCs]]
[[Category:Entities]]
[[Category:NPCs]]

Revision as of 06:08, 6 February 2008

Template:Wrongtitle

Entity description

Strider

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.

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 Half-Life 2: 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> ???
  • 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

  • disablephysics
<boolean> Disable physics (reduce CPU)

Flags

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
Crouch instantly. This makes the Strider pop to a crouch. Do not do this where players can observe.
Enables striders' new minigun attack
Stop using aggressive behavior. (Revert to normal)
Stop shooting the minigun for a period of time (specify seconds as parameter)
Prevent the Strider from crouching
Prevent the Strider from seeking Line of Sight to target. (Hold position)

Outputs

Template:Otherlang:en Template:Otherlang:en:ru