Npc metropolice: Difference between revisions
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{{hl2 point|npc_metropolice}} They make up the Combine's police force. | |||
They are usually seen beating civilians and later being beaten by civilians. They have two different kinds of AI, one is used for policing in the beginning of [[Half-Life 2]] and the other is the combat AI we see everywhere else. | |||
Their | Their policing AI, not to be confused with [[ai_goal_police]], involves pushing the player if they get too close, responding to thrown physics objects, and, if allowed, chasing the player for 3-7 seconds. They can guard an area with [[ai_goal_police]] or patrol with [[ai_goal_actbusy]]. It can be activated with the [[env_global|global]] "gordon_precriminal", shown in the editor as "Gordon pre-criminal". | ||
If a | Their combat AI focuses on slowly advancing towards an enemy and overwhelming them with numbers. They will rarely take cover unless they take critical or repeated damage. They can carry up to two deployable [[npc_manhack|manhacks]] on their shoulder, specified via keyvalue. If a cop is killed while holding a manhack in their hand to deploy it, the manhack will still be deployed. | ||
{{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 their hand until the cop dies, after which it deploys as normal. 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. | |||
{{NPCNote}} | {{NPCNote}} | ||
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{{KV|Number of Manhacks|choices|Each Metrocop can carry and deploy up to two [[npc_manhack]]s.}} | {{KV|Number of Manhacks|choices|Each Metrocop can carry and deploy up to two [[npc_manhack]]s.}} | ||
{{KV|Pistol starts drawn|bool|If the Metrocop's weapon is the [[weapon_pistol|Pistol]], it will start in its hands. If set to no, the pistol is holstered. No effects with other weapons.{{bug|If a cop has his pistol holstered and he is running a script, such as | {{KV|Pistol starts drawn|bool|If the Metrocop's weapon is the [[weapon_pistol|Pistol]], it will start in its hands. If set to no, the pistol is holstered. No effects with other weapons.{{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== | ==Flags== | ||
{{Fl BaseNPC}} | {{Fl BaseNPC}} | ||
* Simple cops: Lowers the cop'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. | * 131072 : Simple cops : Lowers the cop'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. | ||
* Always stitch: This forces the 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 | * 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. | ||
* No chatter: | * 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. | ||
* Arrest enemies: Causes the cop to "arrest" | * 2097152 : Arrest enemies : Causes the cop to "arrest" its opponents. [https://www.youtube.com/watch?v=1CoLoip4d7w&feature=youtu.be Demonstration Video] | ||
*No far stitching: Stops stitching if the player is over 6000 units away. | * 4194304 : No far stitching : Stops stitching if the player is over 6000 units away. | ||
* Prevent manhack toss: | * 8388608 : Prevent manhack toss : Prevents the cop from deploying their manhack(s). See the ''EnableManhackToss'' input. | ||
* Allowed to respond to thrown objects: | * 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>. | ||
* Mid-range attacks (halfway between normal + long-range): | * 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)}} | {{IO|EnableManhackToss|Enables manhack toss (which had been disabled by the spawnflag)}} | ||
{{IO|SetPoliceGoal | {{IO|SetPoliceGoal <[[targetname]]>|Causes the NPC to police the area defined by an [[ai_goal_police]].}} | ||
{{IO|ActivateBaton|Flick a held [[weapon_stunstick]] on.}} | {{IO|ActivateBaton|Flick a held [[weapon_stunstick]] on.}} | ||
{{I RappelNPC}} | {{I RappelNPC}} |
Revision as of 09:59, 5 July 2017
Template:Hl2 point They make up the Combine's police force.
They are usually seen beating civilians and later being beaten by civilians. They have two different kinds of AI, one is used for policing in the beginning of Half-Life 2 and the other is the combat AI we see everywhere else.
Their policing AI, not to be confused with ai_goal_police, involves pushing the player if they get too close, responding to thrown physics objects, and, if allowed, chasing the player for 3-7 seconds. They can guard an area with ai_goal_police or patrol with ai_goal_actbusy. It can be activated with the global "gordon_precriminal", shown in the editor as "Gordon pre-criminal".
Their combat AI focuses on slowly advancing towards an enemy and overwhelming them with numbers. They will rarely take cover unless they take critical or repeated damage. They can carry up to two deployable manhacks on their shoulder, specified via keyvalue. If a cop is killed while holding a manhack in their hand to deploy it, the manhack will still be deployed.

If a npc_metropolice is armed with an 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.

Dedicated Console Variables
- sk_metropolice_health <int>
- A metrocop's spawn health.
- sk_metropolice_stitch_reaction <int>
- How close to the airboat should Metrocops begin stitching.
- sk_metropolice_stitch_at_hitcount <int>
- Number of times a stitching Metrocop can hit a nearby player.
- sk_metropolice_stitch_behind_hitcount <int>
- Number of times a stitching Metrocop can hit a player looking at it.
- sk_metropolice_stitch_tight_hitcount <int>
- Number of times a stitching Metrocop can hit a player from behind.
- sk_metropolice_stitch_along_hitcount <int>
- Number of times a stitching Metrocop can hit a player looking left/right.
Keyvalues
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
- 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.
- Weapons ([todo internal name (i)]) <choices>
- What weapon this Metrocop should spawn with. Choices are:
- 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.
- SMG1
- Stun Stick
- Shotgun
Bug:This NPC doesn't have proper animations for this weapon. [todo tested in ?]
- Nothing
- Pistol
- Number of Manhacks ([todo internal name (i)]) <choices>
- Each Metrocop can carry and deploy up to two npc_manhacks.
- Pistol starts drawn ([todo internal name (i)]) <boolean>
- If the Metrocop's weapon is the Pistol, it will start in its hands. If set to no, the pistol is holstered. No effects with other weapons.
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]
- Don't drop weapons : [8192]
- Ignore player push : [16384] (in all games since
)
- Entity won't give way to player.
- 131072 : Simple cops : Lowers the cop'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 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. 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
ai_goal_police
. - 33554432 : Mid-range attacks (halfway between normal + long-range) : Extends the metrocop's preferred attack distance to 3500 units.
Inputs
- EnableManhackToss
- Enables manhack toss (which had been disabled by the spawnflag)
- SetPoliceGoal <targetname>
- Causes the NPC to police the area defined by an ai_goal_police.
- ActivateBaton
- Flick a held weapon_stunstick on.
- BeginRappel
- Start rappelling now.
CAI_BaseNPC:
- ActivateSpeedModifier !FGD
- DisableSpeedModifier !FGD
- Break
- Smash into pieces. If this is not possible, disappear.
- BecomeRagdoll (in all games since
)
- 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
)
- Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
- ForgetEntity <targetname >
- Clears out the NPC's knowledge of a named entity.
- UpdateEnemyMemory (in all games since
)
- 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
)
- UnholsterWeapon (in all games since
)
- 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
)
- Same as
HolsterWeapon
, except the weapon is destroyed once it has been concealed.
- IgnoreDangerSounds <float >
- Ignore danger sounds for the specified number of seconds.
- InsideTransition !FGD
- OutsideTransition !FGD
- SetBodyGroup <integer >
- HACK: Sets this NPC's body group (from 0–n).
- SetEnemyFilter <string >
- SetHealth <integer >
- Set the NPC's health.
- SetMaxLookDistance <float > (only in
)
- 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
: HateD_FR
: FearD_LI
: LikeD_NU
: Neutral
- SetSquad <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 <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:
Outputs
|
- OnStunnedPlayer
- Fires when the player is hit by a stun stick by this NPC.
- OnCupCopped (in all games since
)
- Fired when this NPC is hit by a prop with the targetname "cupcop_can".
- OnRappelTouchdown
- Fires when done rappelling.