Npc metropolice: Difference between revisions

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{{otherlang2
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|ru=Npc_metropolice:ru
{{CD|CNPC_MetroPolice|file1=1}}
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[[File:Npc metropolice.jpg|150px|right]]
[[File:Npc metropolice.jpg|150px|right]]
{{hl2 point|npc_metropolice}}
{{this is a|model entity|name=npc_metropolice|game=Half-Life 2 series}} They serve as City 17's primary police force and are one of the most basic Combine enemies.
 
== Entity Description ==
Civil protectors who make up the Combine's brutal, not-so-secret police force. They are usually seen beating civilians or being beaten by civilians. They have many names, but their official title is "Civil Protection".


In combat, individual cops slowly move towards their enemy and usually try to overwhelm them with numbers. They will rarely take cover unless they take critical damage. They can also carry up to two deployable [[npc_manhack|manhacks]] on their left shoulder, specified via keyvalue. They deploy manhacks individually by grabbing one from their shoulder and throwing it overhead, after which the manhack defies gravity and deploys in mid-air. They usually deploy manhacks the moment they see an enemy, but if other cops in the squad have manhacks, only one of them may deploy their manhack and the other(s) will deploy later. If a cop is killed while holding a manhack in their hand to deploy it, the manhack will rise from their body. If the manhack is still on their shoulder when they die, the manhack will not be deployed at all and will stay on the body's shoulder.
<code>npc_metropolice</code> uses a small arsenal of weapons and little tactical judgement, designed for the first few levels of Half-Life 2 and its authoritarian atmosphere. {{ent|npc_combine_s}} is usually used for the Combine's actual military force.
{{bug|Standing directly in front of a cop while they are deploying a manhack may provoke them to suddenly return to attacking you before they can deploy the manhack, causing the manhack to stick to the NPC's hand. This is not believed to have any effect on their AI or collision testing, but the manhack will not be deployed until the cop dies. This can be worked around with the "Prevent manhack toss" spawnflag and the "EnableManhackToss" input.}}


If a npc_metropolice is armed with an [[weapon_smg1|SMG]] and the player is in the [[airboat]], the cop can "stitch" by shooting a meandering, closing path of bullets into the water in front of the vehicle. See the "Always stitch" and "No far stitching" spawnflags for more control over usage and range.
The <code>gordon_precriminal</code> [[env_global|global state]] makes all <code>npc_metropolice</code> neutral to the player and [[npc_citizen|citizens]], pushing the player away when they get too close and chasing them when provoked. This is used throughout the Half-Life 2 chapter [[Point Insertion]] and works best with [[weapon_stunstick|stunsticks]].


The "pre-criminal" AI is used at the beginning of Half-Life 2 before the player becomes a criminal. It works best when the NPC is carrying a [[weapon_stunstick|stunstick]]. They will give up to 3 warnings when the player pesters them in any way, which will gradually make the cop more aggressive and more prepared to deal with the player. When the officer hasn't given the player any warnings, they will give a warning and push the player away if they get too close. They may also watch the player diligently. If the officer has already given the player a warning, they will activate their stunstick before pushing the player away again, giving a second warning. On their third warning, they will activate their stunstick if the player gets even remotely close and they will use it against the player to ward them off, sometimes chasing the player for 3-7 seconds. The player normally doesn't take damage from any of this. Throwing a physics object at an officer will cause them to chase the player immediately, regardless of how many warnings they have given the player. If they are not allowed to respond to the player's actions ("Allowed to respond to thrown objects" flag disabled), they will search for another nearby npc_metropolice who can respond and the other officer will chase the player instead. This AI works well with [[ai_goal_actbusy]] (acting busy) or [[ai_goal_police]] (guarding an area). The pre-criminal AI can be activated with the [[env_global|global]] "gordon_precriminal", shown in the editor as "Gordon pre-criminal".
In Half-Life 2, they serve as the Combine's thought police, collectively known as [[Civil Protection]], and mainly use stunsticks to brutally police the citizens of City 17. They are the player's main opponent throughout the first few chapters of Half-Life 2, using explosive barrels and [[func_tank|mounted guns]] to their advantage and disadvantage, but they're eventually replaced with <code>npc_combine_s</code> and disappear until the chapter [[Anticitizen One]], where they again function as the main Combine enemies for most of the chapter.


{{NPCMapbaseNote}}
{{NPCNote}}
{{NPCNote}}


== Dedicated Console Variables ==
==Flags==
;sk_metropolice_health <[[int]]>
{{Fl BaseNPC}}
:A metrocop's spawn health.
{{Note|If the efficient flag is checked, then the model of the NPC becomes <code>models/police_cheaple.mdl</code>.}}
;sk_metropolice_stitch_reaction <[[int]]>
{{Fl|131072|Simple cops|Sets the NPC's health to the value of <code>sk_metropolice_simple_health</code> instead of <code>sk_metropolice_health</code> and enables more dramatic flinch animations. Used in the early canal levels of the game.}}
:How close to the [[airboat]] should Metrocops begin stitching.
{{Fl|262144|Rappel|Use the "Waiting to rappel" keyvalue instead.|deprecated=1}}
;sk_metropolice_stitch_at_hitcount <[[int]]>
{{Fl|524288|Always stitch|This forces the stitching behavior to occur. If the npc_metropolice is armed with an [[weapon_smg1|SMG]] and the player is beneath them, they will shoot a meandering, closing path of bullets (like the first metrocop in {{ent|d1_canals_07}}.}}
:Number of times a stitching Metrocop can hit a nearby player.
{{Fl|1048576|No chatter|Automatically gags the NPC and supposedly prevents some metrocop-specific speech that standard gagging doesn't. This is now believed to be non-functional.}}
;sk_metropolice_stitch_behind_hitcount <[[int]]>
{{Fl|2097152|Arrest enemies|NPC will "arrest" enemies. [https://www.youtube.com/watch?v=1CoLoip4d7w&feature=youtu.be Demonstration Video]}}
:Number of times a stitching Metrocop can hit a player looking at it.
{{Fl|4194304|No far stitching|Stops stitching if the player is over 6000 units away. {{note|That's about the distance between the two forcefields on the bridge in {{ent|d2_coast_07}}.}}}}
;sk_metropolice_stitch_tight_hitcount <[[int]]>
{{Fl|8388608|Prevent manhack toss|Prevents the NPC from deploying their manhack(s). See the <code>EnableManhackToss</code> input.}}
:Number of times a stitching Metrocop can hit a player from behind.
{{Fl|16777216|Allowed to respond to thrown objects|In pre-criminal mode, allows the NPC to chase players who have annoyed them. If this flag isn't enabled, they will call for the nearest available npc_metropolice to chase the agitator. This also occurs if the NPC is using anything other than a stunstick. This does not override the settings of an {{ent|ai_goal_police}}.}}
;sk_metropolice_stitch_along_hitcount <[[int]]>
{{Fl|33554432|Mid-range attacks (halfway between normal + long-range)|Extends the NPC's preferred attack distance to 3500 units.}}
:Number of times a stitching Metrocop can hit a player looking left/right.


==Keyvalues==
==Keyvalues==
{{KV|Weapons|intn=additionalequipment|choices|What weapon this NPC should spawn with. Choices are:
:*{{ent|weapon_pistol}} {{note|With this weapon, <code>npc_metropolice</code> will periodically take a couple steps toward the player if they can path to them.}}
:*{{ent|weapon_smg1}}
:*{{ent|weapon_stunstick}}
:*{{ent|weapon_shotgun}} {{warning|The default model (<code>police.mdl</code>) doesn't have proper animations for this weapon.}}
:*Nothing
}}
{{KV|Number of Manhacks|intn=manhacks|choices|Allows a npc_metropolice to carry up to two [[npc_manhack|manhacks]] on their right shoulder.
{{bug|If the player gets to about melee distance from a <code>npc_metropolice</code> while they're deploying a manhack, they may be interrupted and the manhack be stuck on their hand until the <code>npc_metropolice</code> dies, after which it will deploy normally.}}}}
{{KV|Pistol starts drawn|intn=weapondrawn|bool|Whether or not the pistol should start unholstered. The pistol can only be unholstered when the NPC spots an enemy, and inputs like <code>UnholsterWeapon</code> have no effect. This keyvalue has no effect on other weapons.
{{bug|If the pistol has not yet been drawn and the <code>npc_metropolice</code> must attack during a scripted behavior such as an [[assault]] or [[scripted_sequence]], they may skip drawing their weapon and use an invisible gun.}}}}
{{KV RappelNPC}}
{{KV BaseNPC}}
{{KV BaseNPC}}
{{KV RappelNPC}}
{{KV|Weapons|choices|What weapon this Metrocop should spawn with. Choices are:
:* [[weapon_pistol|Pistol]] {{tip|Cops have bad aim with the pistol, so they will periodically take a couple steps toward the player if they can path to him.}}
:* [[weapon_smg1|SMG1]]
:* [[weapon_stunstick|Stun Stick]]
:* [[weapon_shotgun|Shotgun]] {{bug|This NPC doesn't have proper animations for this weapon.}}
:* Nothing
}}
{{KV|Number of Manhacks|choices|Each Metrocop can carry and deploy up to two [[npc_manhack]]s.}}
{{KV|Pistol starts drawn|bool|Whether or not the NPC's [[weapon_pistol|pistol]] should start holstered. The pistol cannot be unholstered with the ''UnholsterWeapon'' input and can only be unholstered when the NPC spots an enemy. Has no effect on other weapons.{{note|When an officer's pistol starts undrawn, it actually starts invisible and becomes visible after they play the unholoster animation. They will still use pistol animations and they are susceptible to the bug below.}} {{bug|If a cop has his pistol holstered and he is running a script, such as a [[ai_goal_standoff|standoff]] or [[ai_goal_assault|assault]], he might end up shooting with an invisible gun!}}}}
==Flags==
{{Fl BaseNPC}}
* 131072 : Simple cops : Lowers the NPC's health to 26 instead of 40 and uses more dramatic flinch animations for certain hit-boxes. Used in the early canal levels of the game.
* 524288 : Always stitch : This forces the stitching behavior to occur. If the metrocop is armed with an [[weapon_smg1|SMG]] and the player is beneath them, they will shoot a meandering, closing path of bullets.
* 1048576 : No chatter : Automatically gags the NPC and supposedly prevents some metrocop-specific speech that standard gagging doesn't. This is now believed to be non-functional.
* 2097152 : Arrest enemies : Causes the cop to "arrest" its opponents. [https://www.youtube.com/watch?v=1CoLoip4d7w&feature=youtu.be Demonstration Video]
* 4194304 : No far stitching : Stops stitching if the player is over 6000 units away.
* 8388608 : Prevent manhack toss : Prevents the cop from deploying their manhack(s). See the ''EnableManhackToss'' input.
* 16777216 : Allowed to respond to thrown objects : Only useful in pre-criminal mode. Allows the officer to chase players who have annoyed them. This does not override the settings of an <code>[[ai_goal_police]]</code>.
* 33554432 : Mid-range attacks (halfway between normal + long-range) : Extends the metrocop's preferred attack distance to 3500 units.


==Inputs==
==Inputs==
{{IO|EnableManhackToss|Enables manhack toss (which had been disabled by the spawnflag)}}
{{I|EnableManhackToss|Enables manhack toss (for when it's been disabled by the ''Prevent manhack toss'' spawnflag)}}
{{IO|SetPoliceGoal <[[targetname]]>|Causes the NPC to police the area defined by an [[ai_goal_police]].}}
{{I|SetPoliceGoal|param=targetname|Assigns the NPC to an {{ent|ai_goal_police}}.}}
{{IO|ActivateBaton|Makes the NPC flick a held [[weapon_stunstick]] on.}}
{{I|ActivateBaton|Makes the NPC flick a held {{ent|weapon_stunstick}} on.}}
{{I RappelNPC}}
{{I RappelNPC}}
{{I BaseNPC}}
{{I BaseNPC}}


==Outputs==
==Outputs==
{{O|OnStunnedPlayer|ac-is-this=1|Fires when this NPC hits the player with a stunstick.}}
{{O|OnCupCopped|activator=this entity|caller=NULL|Fired when this NPC is hit by a prop with the [[targetname]] <code>cupcop_can</code>.}}
{{O RappelNPC}}
{{O BaseNPC}}
{{O BaseNPC}}
{{IO|OnStunnedPlayer|Fires when the player is hit by a stun stick by this NPC.}}
{{IO|OnCupCopped|Fired when this NPC is hit by a prop with the [[targetname]] "cupcop_can".|since=EP2}}
{{O RappelNPC}}


==See Also==
==Dedicated [[ConVars]]==
* [[ai_goal_police]]
{{varcom|start}}
{{varcom|metropolice_chase_use_follow|0|arbitrary number|Causes pre-criminal <code>npc_metropolice</code> with stunsticks to follow the player indefinitely.}}
{{varcom|metropolice_move_and_melee|1|arbitrary number|Makes agitated <code>npc_metropolice</code> activate their stunsticks right as they begin to swing, as opposed to stopping for a moment to activate it once they successfully navigate to their target.}}
{{varcom|metropolice_charge|1|arbitrary number|Toggles whether <code>npc_metropolice</code> with pistols charge at the player.}}
{{varcom|sk_metropolice_health|40|health amount|npc_metropolice health when spawned.}}
{{varcom|sk_metropolice_simple_health|26|health amount|npc_metropolice health when the ''Simple cops'' flag is checked.}}
{{varcom|sk_metropolice_stitch_distance|1000|hammer units|Distance that npc_metropolice will begin to attempt stitching.}}
{{varcom|sk_metropolice_stitch_reaction|1|arbitrary number|Multiplier for the amount of time shots in the stitch line travel from their starting position to the player. Fractions make the npc go through the stitching behavior multiple times, and values above <code>1</code> make the stitching slower.
 
{{bug|<code>0</code> will make the game freeze the moment stitching is attempted.}}}}
{{varcom|sk_metropolice_stitch_at_hitcount|1|arbitrary number|Number of times a stitching <code>npc_metropolice</code> is allowed to hit a player. Due to random bullet spread, the result may be slightly more or less.}}
{{varcom|sk_metropolice_stitch_behind_hitcount|3|arbitrary number|Number of times a stitching <code>npc_metropolice</code> is allowed to hit a player while behind the player's airboat.{{confirm}}}}
{{varcom|sk_metropolice_stitch_tight_hitcount|2|arbitrary number|Number of times a stitching <code>npc_metropolice</code> is allowed to hit a player while aiming directly at the player's airboat.{{confirm}}}}
{{varcom|sk_metropolice_stitch_along_hitcount|2|arbitrary number|Number of times a stitching <code>npc_metropolice</code> is allowed to hit a player while alongside the player's airboat.{{confirm}}}}
{{varcom|end}}


[[Category:Half-Life 2 NPCs|M]]
[[Category:Half-Life 2 NPCs|M]]

Latest revision as of 17:26, 5 June 2025

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C++ Class hierarchy
CNPC_MetroPolice
CAI_BaseActor
CAI_ExpresserHost
CAI_BaseHumanoid
CAI_BaseHumanoidBase
CAI_BaseNPC
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
C++ npc_metropolice.cpp
Npc metropolice.jpg

npc_metropolice is a model entity available in Half-Life 2 series Half-Life 2 series. They serve as City 17's primary police force and are one of the most basic Combine enemies.

npc_metropolice uses a small arsenal of weapons and little tactical judgement, designed for the first few levels of Half-Life 2 and its authoritarian atmosphere. npc_combine_s is usually used for the Combine's actual military force.

The gordon_precriminal global state makes all npc_metropolice neutral to the player and citizens, pushing the player away when they get too close and chasing them when provoked. This is used throughout the Half-Life 2 chapter Point Insertion and works best with stunsticks.

In Half-Life 2, they serve as the Combine's thought police, collectively known as Civil Protection, and mainly use stunsticks to brutally police the citizens of City 17. They are the player's main opponent throughout the first few chapters of Half-Life 2, using explosive barrels and mounted guns to their advantage and disadvantage, but they're eventually replaced with npc_combine_s and disappear until the chapter Anticitizen One, where they again function as the main Combine enemies for most of the chapter.

Note.pngNote:In Mapbase Mapbase, this NPC has been modified with new animations and weapon support.
Note.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

Flags

BaseNPC flags 
Wait Till Seen : [1]
Prevents this NPC from seeing (or being seen) until it enters a player's viewcone.
Gag : [2]
Won't make IDLE sounds until it's angry.
Fall to ground (unchecked means teleport to ground) : [4]
Drop Healthkit : [8]
Causes this NPC to drop an item_healthvial upon dying.
Efficient : [16]
Don't acquire enemies or avoid obstacles
Wait For Script : [128]
Forces this NPC to "wait" in an idle state until it finishes playing a scripted_sequence.
Long Visibility/Shoot : [256]
By default, increases a NPC's sight range to 6,000 units and allows it to attack from anywhere within that distance.
Fade Corpse : [512]
Think outside PVS : [1024]
Allows this NPC to run its regular AI outside of any player's PVS.
Template NPC : [2048]
Marks this NPC as a template for entities like npc_template_maker. The NPC will not spawn on its own. This is not needed for point_template.
Do Alternate collision for this NPC (player avoidance) : [4096]
Note.pngNote:This flag is disabled in Half-Life 2: Episode One Half-Life 2: Episode Two episodic for player companions, because the StartScripting input does this.
Don't drop weapons : [8192]
Ignore player push : [16384] (in all games since Source 2006)
Entity won't give way to player.
Note.pngNote:If the efficient flag is checked, then the model of the NPC becomes models/police_cheaple.mdl.
Simple cops : [131072]
Sets the NPC's health to the value of sk_metropolice_simple_health instead of sk_metropolice_health and enables more dramatic flinch animations. Used in the early canal levels of the game.
Rappel : [262144] Obsolete
Deprecated.
Use the "Waiting to rappel" keyvalue instead.
Always stitch : [524288]
This forces the stitching behavior to occur. If the npc_metropolice is armed with an SMG and the player is beneath them, they will shoot a meandering, closing path of bullets (like the first metrocop in d1_canals_07.
No chatter : [1048576]
Automatically gags the NPC and supposedly prevents some metrocop-specific speech that standard gagging doesn't. This is now believed to be non-functional.
Arrest enemies : [2097152]
No far stitching : [4194304]
Stops stitching if the player is over 6000 units away.
Note.pngNote:That's about the distance between the two forcefields on the bridge in d2_coast_07.
Prevent manhack toss : [8388608]
Prevents the NPC from deploying their manhack(s). See the EnableManhackToss input.
Allowed to respond to thrown objects : [16777216]
In pre-criminal mode, allows the NPC to chase players who have annoyed them. If this flag isn't enabled, they will call for the nearest available npc_metropolice to chase the agitator. This also occurs if the NPC is using anything other than a stunstick. This does not override the settings of an ai_goal_police.
Mid-range attacks (halfway between normal + long-range) : [33554432]
Extends the NPC's preferred attack distance to 3500 units.

Keyvalues

Weapons (additionalequipment) <choices>
What weapon this NPC should spawn with. Choices are:
  • weapon_pistol
    Note.pngNote:With this weapon, npc_metropolice will periodically take a couple steps toward the player if they can path to them.
  • weapon_smg1
  • weapon_stunstick
  • weapon_shotgun
    Warning.pngWarning:The default model (police.mdl) doesn't have proper animations for this weapon.
  • Nothing
Number of Manhacks (manhacks) <choices>
Allows a npc_metropolice to carry up to two manhacks on their right shoulder.
Icon-Bug.pngBug:If the player gets to about melee distance from a npc_metropolice while they're deploying a manhack, they may be interrupted and the manhack be stuck on their hand until the npc_metropolice dies, after which it will deploy normally.  [todo tested in ?]
Pistol starts drawn (weapondrawn) <boolean>
Whether or not the pistol should start unholstered. The pistol can only be unholstered when the NPC spots an enemy, and inputs like UnholsterWeapon have no effect. This keyvalue has no effect on other weapons.
Icon-Bug.pngBug:If the pistol has not yet been drawn and the npc_metropolice must attack during a scripted behavior such as an assault or scripted_sequence, they may skip drawing their weapon and use an invisible gun.  [todo tested in ?]
RappelNPC:
Waiting to Rappel? (waitingtorappel) <boolean>
If yes, 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.
BaseNPC keyvalues

CBaseCombatCharacter:

Relationship (Relationship) <string> !FGD
<string|targetname or classname> <string|disposition> <int|rank>
Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.

CAI_BaseNPC:

Target Path Corner (target) <targetname>
The path_corner that this NPC will move to after spawning.
Squad Name (squadname) <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 (hintgroup) <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 (hintlimiting) <boolean>
Limits NPC to using specified hint group for navigation requests. Does not limit local navigation.
Sleep State (sleepstate) <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 (wakeradius) <float>
Auto-wake if player comes within this distance.
Wake Squad (wakesquad) <boolean>
Wake all of the NPCs squadmates if the NPC is woken.
Enemy Filter (enemyfilter) <targetname>
Filter entity to test targets against.
Ignore unseen enemies (ignoreunseenenemies) <boolean>
Prefers visible enemies, regardless of distance or relationship priority.

DamageFilter:

Damage Filter (damagefilter) <targetname>
Name of the filter_damage_type entity that controls which entities can damage us.

Inputs

EnableManhackToss
Enables manhack toss (for when it's been disabled by the Prevent manhack toss spawnflag)
SetPoliceGoal <targetnameRedirectInput/string>
Assigns the NPC to an ai_goal_police.
ActivateBaton
Makes the NPC flick a held weapon_stunstick on.
RappelNPC:
BeginRappel
Start rappelling now.
BaseNPC inputs 

CAI_BaseNPC:

ActivateSpeedModifier  !FGD
DisableSpeedModifier  !FGD
Break
Smash into pieces. If this is not possible, disappear.
BecomeRagdoll  (in all games since Half-Life 2: Episode Two)
Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. outputs will NOT be fired.
ForceInteractionWithNPC <string> <string>  (in all games since Half-Life 2: Episode One)
Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
ForgetEntity <targetnameRedirectInput/string>
Clears out the NPC's knowledge of a named entity.
UpdateEnemyMemory  (in all games since Half-Life 2: Episode One)
Update (or create) this NPC's memory of of the given entity.
GagEnable
GagDisable
Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.
HolsterWeapon  (in all games since Half-Life 2: Episode One)
UnholsterWeapon  (in all games since Half-Life 2: Episode One)
Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
HolsterAndDestroyWeapon  (in all games since Half-Life 2: Episode One)
Same as HolsterWeapon, except the weapon is destroyed once it has been concealed.
IgnoreDangerSounds <floatRedirectInput/float>
Ignore danger sounds for the specified number of seconds.
InsideTransition  !FGD
OutsideTransition  !FGD
SetBodyGroup <integerRedirectInput/integer>
HACK: Sets this NPC's body group (from 0–n).
SetEnemyFilter <stringRedirectInput/string>
SetHealth <integerRedirectInput/integer>
Set the NPC's health.
SetMaxLookDistance <floatRedirectInput/float> (only in Garry's Mod)
Sets the maximum look distance for the NPC. Defaults are 2048 and 6000 for long range NPCs.
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
SetSquad <stringRedirectInput/string>
Change the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
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 NPCs' idle speech, and so on.
Wake
Wakes up the NPC if it is sleeping.

CBaseCombatCharacter:

KilledNPC  !FGD
Tells the entity it killed something. Despite the name, this can include a player. This input will be automatically sent by the victim when they die.
physdamagescale <floatRedirectInput/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:

SetDamageFilter <stringRedirectInput/string>
Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.

Outputs

OnStunnedPlayer
!activator = !caller = this entity
Fires when this NPC hits the player with a stunstick.
OnCupCopped
!activator = this entity
!caller = NULL
Fired when this NPC is hit by a prop with the targetname cupcop_can.
RappelNPC:
OnRappelTouchdown
Fires when done rappelling.
BaseNPC Outputs
OnDamaged
Fired when this NPC takes damage (!activator is the damage inflictor).
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]).
OnDeath
Fired when this NPC is killed (!activator is the killer).
OnDenyCommanderUse
Fired when this NPC has refused to join the player's squad.
OnForcedInteractionAborted
Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc.).
OnForcedInteractionStarted
Fired when the NPC starts a forced interaction.
OnForcedInteractionFinished
"NPCs in actbusies can no longer perform dynamic interactions."
Todo: What does this mean?
OnHalfHealth
Fired when this NPC reaches half of its maximum health.
OnHearCombat
Fired when this NPC hears combat sounds.
OnHearPlayer
Fired when this NPC hears the player.
OnHearWorld
Fired when this NPC hears a sound (other than combat or the player).
OnFoundEnemy <targetname*RedirectOutput/ehandle>
Fired when this NPC establishes 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.
OnLostEnemyLOS
Fired when this NPC loses line of sight to its enemy.
OnFoundPlayer <targetname*RedirectOutput/ehandle>
Fired when this NPC establishes 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.
OnLostPlayerLOS
Fired when this NPC loses line of sight to its enemy, and that enemy is a player.
OnSleep
Fired when this NPC enters a sleep state.
OnWake
Fired when this NPC comes out of a sleep state.

Dedicated ConVars

Cvar/Command Parameters or default value Descriptor Effect
metropolice_chase_use_follow 0 arbitrary number Causes pre-criminal npc_metropolice with stunsticks to follow the player indefinitely.
metropolice_move_and_melee 1 arbitrary number Makes agitated npc_metropolice activate their stunsticks right as they begin to swing, as opposed to stopping for a moment to activate it once they successfully navigate to their target.
metropolice_charge 1 arbitrary number Toggles whether npc_metropolice with pistols charge at the player.
sk_metropolice_health 40 health amount npc_metropolice health when spawned.
sk_metropolice_simple_health 26 health amount npc_metropolice health when the Simple cops flag is checked.
sk_metropolice_stitch_distance 1000 hammer units Distance that npc_metropolice will begin to attempt stitching.
sk_metropolice_stitch_reaction 1 arbitrary number Multiplier for the amount of time shots in the stitch line travel from their starting position to the player. Fractions make the npc go through the stitching behavior multiple times, and values above 1 make the stitching slower.
Icon-Bug.pngBug:0 will make the game freeze the moment stitching is attempted.  [todo tested in ?]
sk_metropolice_stitch_at_hitcount 1 arbitrary number Number of times a stitching npc_metropolice is allowed to hit a player. Due to random bullet spread, the result may be slightly more or less.
sk_metropolice_stitch_behind_hitcount 3 arbitrary number Number of times a stitching npc_metropolice is allowed to hit a player while behind the player's airboat.[confirm]
sk_metropolice_stitch_tight_hitcount 2 arbitrary number Number of times a stitching npc_metropolice is allowed to hit a player while aiming directly at the player's airboat.[confirm]
sk_metropolice_stitch_along_hitcount 2 arbitrary number Number of times a stitching npc_metropolice is allowed to hit a player while alongside the player's airboat.[confirm]