npc_metropolice

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npc_metropolice model

Combine "police" officers are officially known as Civil Protection, which is often shortened by citizens to CP. They can carry a stunstick, pistol or SMG as a primary armament, and can carry a deployable manhack on their shoulder.

They can be set to guard an area from intrusion with ai_goal_police.

If a metrocop is armed with an SMG and the player is in the airboat, he can "stitch" by shooting a meandering, closing path of bullets into the water in front of the vehicle.

With the Efficient flag (16) set, the policeman's model is set to Police_Cheaple.mdl.

Contents

Dedicated Console Variables

sk_metropolice_health
<integer> A metrocop's spawn health. Affected by the Gordon pre-criminal global state.
sk_metropolice_stitch_reaction
<integer> How close to the airboat should Metrocops begin stitching?
sk_metropolice_stitch_at_hitcount
<integer> Number of times a stitching Metrocop can hit a nearby player.
sk_metropolice_stitch_behind_hitcount
<integer> Number of times a stitching Metrocop can hit a player looking at it.
sk_metropolice_stitch_tight_hitcount
<integer> Number of times a stitching Metrocop can hit a player from behind.
sk_metropolice_stitch_along_hitcount
<integer> Number of times a stitching Metrocop can hit a player looking left/right.

See also

Keyvalues

  • BaseNPC:

Target Path Corner <targetname>
The path_corner that this NPC will move to after spawning.
Squad Name <string>
NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other.
Hint Group <string>
Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
Hint Limit Nav <bool>
Limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
Sleep State <choices>
Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'.
  • 0: None
  • 1: Waiting for threat
  • 2: Waiting for PVS
  • 3: Waiting for input, ignore PVS
  • 4: Auto PVS
  • 5: Auto PVS after PVS
Wake Radius <float>
Auto-wake if player within this distance
Wake Squad <bool>
Wake all of the NPCs squadmates if the NPC is woken
Enemy Filter <targetname>
Filter entity to test targets against
Ignore unseen enemies <bool>
Physics Impact Damage Scale <float>
Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.

DamageFilter:

Damage Filter <targetname>
Name of the filter_damage_type that controls what damages this entity.

ResponseContext:

Response Contexts <string>
Pre-defined response system contexts for this entity. Format is key:value,key:value,...

Shadow:

Disable shadows <bool>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.

RenderFields:

Render Mode <choices>
Set a non-standard rendering mode on this entity. See Render Modes for details.
FX Amount (0 - 255) <int>
Intensity of the selected render mode.
FX Color (R G B) <color255>
Color used by the selected render mode (if applicable).
Disable Receiving Shadows <bool>
Prevents the entity from receiving shadows. To do: RTT and/or shadow map?

RenderFXChoices:

Render FX <choices>
Several GoldSrc-era visibility modes which change the way the entity is rendered, typically by fading it in and out.

Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.

Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • waitingtorappel
<boolean> If set, this NPC spawns suspended in air and awaits a BeginRappel input. It will then spawn a zipline and slide down. When it hits the ground, NPC will cut away the line and try to move forward a few feet to make room for the next NPC. The NPC will not attempt to clear its landing space if it cannot do so by taking a few steps forward.
  • additionalequipment
<choices>
Literal Value Description
weapon_pistol Pistol
weapon_smg1 SMG1
weapon_stunstick Stun Stick
weapon_shotgun Shotgun
0 Nothing
  • manhacks
<integer> Number of manhacks.
  • weapondrawn
<boolean> Pistol starts active.

Flags

  • 1 : Wait Till Seen
  • 2 : Gag :No IDLE sounds until angry
  • 4 : Fall to ground :Unchecked means *teleport* to ground
  • 8 : Drop Healthkit
  • 16 : Efficient - Don't acquire enemies or avoid obstacles
  • 128 : Wait For Script
  • 256 : Long Visibility/Shoot
  • 512 : Fade Corpse
  • 1024 : Think outside PVS
  • 2048 : Template NPC: This entity is a template for the npc_template_maker. It will not spawn automatically and cannot be used with point_template.
  • 4096 : Do Alternate collision for this NPC (player avoidance)
  • 8192 : Don't drop weapons
  • 16384 : Ignore player push : Dont give way to player
Simple cops (131072)
Cheap model, basic AI
Always stitch (524288)
If the metrocop is armed with an SMG and the player is in the airboat, shoot a meandering, closing path of bullets into the water in front of it.
Metrocops may still decide to do this without the flag.
No chatter (1048576)
Gags the NPC, additionally preventing some metrocop-specific speech that gagging itself doesn't.
Arrest enemies (2097152)
Allows the cop to kill people and the player, without hating them.
No far stitching (4194304)
Stops stitching if the player is over 6000 units away. (Is that in inches?)
Prevent manhack toss (8388608)
Don't use my manhack. See the EnableManhackToss input.
Allowed to respond to thrown objects (16777216)
The officer can chase players who have annoyed them. Does not override the settings of an ai_goal_police.
Mid-range attacks (halfway between normal + long-range) (33554432)
Change the metrocop's preferred attack distance.

Inputs

  • BaseNPC:

SetRelationship <string|targetname or classname> <string|disposition> <int|rank>
Changes whether this NPC likes or dislikes certain others. Used like the ai_relationship entity, with this NPC as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
SetHealth <int>
Set the NPC's health.
AddHealth <int> (New with Orange Box)
RemoveHealth <int> (New with Orange Box)
Add to or remove from the NPC's health.
SetBodyGroup <int>
HACK: Sets this NPC's body group (from 0 - n). You'd better know what you are doing!
physdamagescale <float>
Scales the damage taken when this character is hit by a physics object. 0 means this feature is disabled for backwards compatibility.
Ignite
Burst into flames.
IgniteLifetime <float>
Ignite for the given number of seconds.
IgniteNumHitboxFires <int>
Ignite with the given number of hitbox fires.
IgniteHitboxFireScale <float>
Ignite with the given hitbox fire scale.
Break
Smash into pieces. If this is not possible, disappear.
BecomeRagdoll (New with Orange Box)
Become a ragdoll without removing yourself?
StartScripting
StopScripting
Enter/exit scripting state, where NPCs ignore a variety of stimulus that would make them break out of their scripts. They ignore danger sounds, ignore +USE, don't idle speak or respond to other NPC's idle speech, and so on.
Assault <targetname>
Start an assault at the given rally point.
SetSquad <string>
Change the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
Wake
Wakes up the NPC if it is sleeping.
ForgetEntity <targetname>
Clears out the NPC's knowledge of a named entity.
GagEnable
GagDisable
Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.
IgnoreDangerSounds <float>
Ignore danger sounds for the specified number of seconds.
HolsterWeapon
UnholsterWeapon
Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
HolsterAndDestroyWeapon
As HolsterWeapon, except the weapon is destroyed once it has been concealed.
ForceInteractionWithNPC <string>
Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
UpdateEnemyMemory <targetname>
Update (or create) this NPC's memory of of the given entity.

RenderFields:

Color <color255>
Set the rendercolor.
Alpha <byte>
Set the renderamt.

DamageFilter:

SetDamageFilter <targetname>
Sets the entity to use as damage filter. Pass an empty string ("") to clear.

ResponseContext:

AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext
Removes all contexts from this entity's list.

Shadow:

EnableShadow
DisableShadow
Control the entity's cheap render-to-texture shadow. Does not affect shadow mapping.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • BeginRappel
  • EnableManhackToss
Enables manhack toss (which had been disabled by the spawnflag).
  • SetPoliceGoal <target_destination>
Causes the NPC to police the area defined by an ai_goal_police.
  • ActivateBaton
Set the baton to active.

Outputs

  • BaseNPC:

OnDamaged
Fired when this NPC takes damage (activator is the damage inflictor)
OnDeath
Fired when this NPC is killed (activator is the killer)
OnHalfHealth
Fired when this NPC reaches half of its maximum health
OnHearWorld
Fired when this NPC hears a sound (other than combat or the player)
OnHearPlayer
Fired when this NPC hears the player
OnHearCombat
Fired when this NPC hears combat sounds
OnFoundEnemy <targetname>
Fired when this NPC establishes line of sight to its enemy
OnLostEnemyLOS
Fired when this NPC loses line of sight to its enemy
OnLostEnemy
Fired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy
OnFoundPlayer <targetname>
Fired when this NPC establishes line of sight to its enemy, and that enemy is a player
OnLostPlayerLOS
Fired when this NPC loses line of sight to its enemy, and that enemy is a player
OnLostPlayer
Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy
OnDamagedByPlayer
Fired when this NPC is hurt by a player (activator is the attacker or vehicle driver (if friendly fire))
OnDamagedByPlayerSquad
Fired when this NPC is hurt by a player OR by one of the player's squadmates (activator is the attacker or vehicle driver (if friendly fire))
OnDenyCommanderUse
Fired when this NPC has refused to join the player's squad
OnWake
Fired when this NPC comes out of a sleep state

Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
  • OnRappelTouchdown
Fires when done rappeling.
  • OnStunnedPlayer
Fires when the player is hit by a stun stick by this NPC.
  • OnCupCopped (New with Orange Box)
Fired when this NPC is hit by a prop with the targetname "cupcop_can".



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