Npc strider

From Valve Developer Community
Revision as of 19:04, 12 July 2005 by Ts2do (talk | contribs)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Template:Wrongtitle

Entity Description

Giant walking strider thing!

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 <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

Outputs