Ohh my god. Striders! They never work! Created 17 years ago2006-10-27 23:56:35 UTC by Exos Exos

Created 17 years ago2006-10-27 23:56:35 UTC by Exos Exos

Posted 17 years ago2006-10-27 23:56:35 UTC Post #201126
I read the tutorial on Interlopers on how to make a moving strider, I have done EXACTLY what it has said. I made a Strider and a path_corner and made the Striders first stop target the path_corner. I also put alot of info_node_air_hints. That is what it said. And it does not work. If someone could tell me what I am doing wrong or better yet make an example map for me, that would be awesome!
Posted 17 years ago2006-10-28 06:59:03 UTC Post #201141
Tried decompiling a Valve map to see?

I've never used a Strider so I don't know but perhaps use the search function on Interlopers to find threads with the same problem and perhaps a solution with it.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-10-28 13:01:17 UTC Post #201154
Also, make sure you're using the proper mod. I was messing with AI in DM accidentally, and didn't realize what the problem was :D
Posted 17 years ago2006-10-28 13:19:40 UTC Post #201155
I tried to make an example on this, but then all props and stuff started falling through the displacements in my map so I got pissed and deleted the whole project.
It was gonna include APC movment and missile, Strider movment and flying things.
The stupid thing is, I've totally forgot how to make a strider move but I think you set the thing up correctly.
Info_node_air and path_corner's.

A thing which works when APCs won't move is to add hints, so try to add some hints next to the path corners.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-10-28 14:31:34 UTC Post #201168
Well I am using info_node_air_hint's
Posted 17 years ago2006-10-28 15:13:18 UTC Post #201171
Then perhaps just plain nodes?
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-10-28 20:10:25 UTC Post #201183
I figured it out! I can NOT beleive Interlopers left this out! It is crutial to making striders move! You do exactly what I did, except you put the info_node_air_hints right over the path_corners and in the properties of the info_node_air_hints you have to sey the type to "Strider Node" So simple! Thank you god for decompiling. :D
Posted 17 years ago2006-10-28 22:37:40 UTC Post #201193
Yeah, the nodes are required so that the strider knows where to put its head. They're such an odd NPC :D

Glad to see you fixed it.
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