Npc strider
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Entity Description
File:Strider.jpg
Strider
Giant walking strider thing!

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