how to make striders actually do stuff?

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The Dark Elf

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Only thing I haven't worked out yet, Getting a strider to move around correctly. Anyone sussed this?
 
Shouldn't they just move around like regular combine? Using pathnodes or whatever they're called in hammer. If not, I have not a clue.
 
Death.Trap said:
Shouldn't they just move around like regular combine? Using pathnodes or whatever they're called in hammer. If not, I have not a clue.
tried those, no go. I was hoping they'd use a similar method to the gunship but if they do they need something else done aswell.. All I want is to play around with them too lol.
 
I think you have to use path_corner entities, Im, compiling and trying it out right now.
 
Death.Trap said:
I think you have to use path_corner entities, Im, compiling and trying it out right now.
Tried those, didn't have any luck (though its possible I might have not set them up right, though that would be a nobrainer if i did mess up hehe)

I'm surprised though that there's no info out there about them, I can't be the only one who thinks striders are cool.
 
Hehe, your def not the only one. Yeah those didnt work for me either. bleh
 
Death.Trap said:
Hehe, your def not the only one. Yeah those didnt work for me either. bleh
The way they move in the game it does seem like there's path nodes involved.. but if you look through the hint node options there's one for strider, but again those don't do anything neither. I wonder if they have to be controlled with some script instead *hopes not* lol
 
i messed with that before in the unofficial hl2 sdk, all i could do was to get the strider to face the direction of the waypoint and it does nothing else from there.

if you get it, i'd like to know for later.
 
Cant believe

Cant believe theres not more info on this,
if you find out post it here.
something to do with hint nodes
:farmer:
 
scroll up, qckbeam worked it out by now.

*closed* no need to keep this open now, since its been sussed out.
 
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