Difference between revisions of "Npc strider"

From Valve Developer Community
Jump to: navigation, search
m (Inputs: targetdestination)
Line 12: Line 12:
  
 
[[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 also better at tracking the players movements as well.
  
 
{{npcnote}}
 
{{npcnote}}
Line 160: Line 162:
 
* '''ClearTargetPath'''
 
* '''ClearTargetPath'''
 
: Clear the strider patrol path
 
: Clear the strider patrol path
 +
 +
* '''EnableAggressiveBehavior'''
 +
: Enables striders' new minigun attack
  
 
==Outputs==
 
==Outputs==

Revision as of 00:28, 17 July 2006

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 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 also better at tracking the players movements as well.

Template:Npcnote

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 <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
  • EnableAggressiveBehavior
Enables striders' new minigun attack

Outputs