CNPC_Trooper
Lane trooper (npc_trooper). Guardians and walkers are separate classes.
public sealed class CNPC_Trooper : CAI_CitadelNPC
Namespace: DeadworksManaged.Api
Inherits / implements: CAI_CitadelNPC
Source: Entities/CNPC_Trooper.cs#L11
Notes
The game pools troopers: hidden ones are CAI_BaseNPC.IsDormant and come back as new spawns, possibly on another team or lane. A stored reference can become a different trooper.
Properties
CNPC_Trooper.Lane
Lane the trooper walks, or 0 for none.
Signature
public int Lane { get; }
Source: Entities/CNPC_Trooper.cs#L19
CNPC_Trooper.UsingBossWeapon
True while the trooper fires its anti-boss weapon at a guardian or walker.
Signature
public bool UsingBossWeapon { get; }
Source: Entities/CNPC_Trooper.cs#L22
Methods
CNPC_Trooper.Create()
Spawns a lane trooper, like citadel_spawn_trooper. Returns null on failure.
Signature
public static CNPC_Trooper? Create(Vector3 position, int team, TrooperType type = TrooperType.Normal, Vector3? angles = null, bool snapToGround = true)
Parameters
position: Spawn position.team: 2 Amber, 3 Sapphire.type: Trooper type.angles: Pitch, yaw, roll. Null faces +X.snapToGround: Drop it to the ground belowposition.
Notes
The trooper joins the lane nearest position. A free pooled trooper of the same type is reused.
Source: Entities/CNPC_Trooper.cs#L34