npc_strider

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Hl2 strider.png

npc_strider is a point entity present in the Hl2.pngHalf-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.
  • models/combine_strider.mdl: Standard strider
  • models/combine_strider_vsdog.mdl: The Strider that fights Dog (only available in Hl2.pngEp2) (25% more tris, has some insides modeled and slightly refined geometry around the cannon and minigun. Missing some animations present in the standard model.)
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_bullseyes 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 using aiscripted_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.