npc_strider
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Code classes:
CNPC_Strider
CAI_BaseNPC
(NPCs)CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
(models)CBaseEntity
(all ents)
npc_strider
is a point entity present in the Half-Life 2 series. Standing 45 feet (13 meters) above its enemy, striders make quick work of dissidents with their miniguns, laser cannons, and razor-sharp legs capable of impaling human-sized targets.
Tip: The strider minigun always hits after the first few shots. Cover is practically mandatory for fighting striders.
Striders are technically flying NPCs and move on a series of path nodes (info_node_air_hint
), much like helicopters.
Scanners with the Strider Scout Scanner flag checked act as an extension of a strider's vision by going in places the strider isn't (specifically, inaccessible spaces) and photographing enemies.
Flags[edit | edit source]
- 65536: Can Stomp Player - Sets if the strider can impale the player (500 damage).
- 131072: Minimal damage taken from NPCs (1 point per missile)
Keyvalues[edit | edit source]
- Model
(model)
<choices>
- Which model to use.
- Disable physics (reduce CPU)
(disablephysics)
<boolean>
- Makes legs non-solid, freeing CPU resources and reducing the entity count. Bug: Solid legs are known to fling the player wild distances on contact. It's best to disable physics on them.
Inputs[edit | edit source]
- SetCannonTarget
<target_destination>
- Tells the strider to fire its cannon at this entity. Must be a
CBaseCombatCharacter
not in its dead/dying states and not targeted by any other strider's cannon. - Note: On easy mode, the player can just barely survive one single shot when directly targeted.
- Bug: Cannon shots go through geometry such as solid walls, and deal reduced damage. This is not intended and looks physically impossible.
- SetMinigunTarget
<target_destination>
- Make the strider fire at the specified entity. Sends an InputTargeted input to the target, which
npc_bullseye
s respond to by firing their OnTargeted output. Target should be in the strider's view when this is sent. - SetMinigunTime
<float>
- Sets how long the strider should fire at the entity specified by SetMinigunTarget.
- DisableMinigun
- Disables the minigun.
- EnableMinigun
- Enables the minigun.
- FlickRagdoll
- Makes the strider flick an impaled ragdoll off its leg.
- Crouch
- Tells the strider to crouch down.
- CrouchInstantly
- Tells the strider to crouch down, but unnaturally fast.
- Stand
- Tells the strider to stand up.
- SetTargetPath
<target_destination>
- Tells the strider to patrol on the path given by this
info_node_air_hint
. Bug: Input appears to be unreliable, to say the least. Try usingaiscripted_schedule
if it won't work. - ClearTargetPath
- Tells the strider to not go anywhere.
DisableCrouchWalk- No effect observed.
EnableCrouchWalk- No effect observed.
- SetHeight (Not in FGD)
<float>
- Sets how high the head is above the ground. Approximate limits are 200 to 500.
- EnableAggressiveBehavior
- Makes the strider behave aggressively. The strider will shoot longer, more frequently, faster, and be more accurate.
- DisableAggressiveBehavior
- Makes the strider stop behaving aggressively.
- StopShootingMinigunForSeconds
<float>
- Makes the strider stop firing the minigun for this many seconds.
- DisableCrouch
- Forbids the strider from crouching. Cannot be undone!
- DisableMoveToLOS
- Tells the strider to wait for the enemy, instead of moving to seek it. Cannot be undone!
- DisableCollisionWith
<target_destination>
- Disables collision with a specified object.
- EnableCollisionWith
<target_destination>
- Enables collision with a specified object.
- Explode (Not in FGD)
- Makes the strider fall into pieces.
- ScaleGroundSpeed
<float>
- Multiplies how fast the strider moves. May not apply instantly.