Npc metropolice: Difference between revisions
(Overhaul that cleans up the article, adds more information on their pre-criminal behavior, and helps npc_metropolice fit with other NPC pages.) |
(Re-added "Entity Description" header after some confusion on my part and clarified pre-criminal AI) |
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[[File:Npc metropolice.jpg|150px|right]] | [[File:Npc metropolice.jpg|150px|right]] | ||
{{hl2 point|npc_metropolice}} | {{hl2 point|npc_metropolice}} | ||
They are usually seen beating civilians | == Entity Description == | ||
They make up the Combine's police force and are usually seen beating civilians while later being beaten by civilians. | |||
Their policing AI, not to be confused with [[ai_goal_police]], | Their policing AI, not to be confused with [[ai_goal_police]], is used at the beginning of Half-Life 2 before Gordon becomes a criminal. If the player gets too close to a npc_metropolice, they will push the player away. They can also give up to 3 warnings when the player pesters them in any way, which will make the cop more aggressive and more prepared to deal with the player. They will begin using their stunstick, activating it when the player gets remotely close, and they may chase the player for 3-7 seconds. Throwing a physics object at a npc_metropolice will immediately cause them to chase the player. If they are not allowed to respond to the player's actions ("Allowed to respond to thrown objects" flag disabled), they can search for another nearby npc_metropolice who can respond and the other officer will chase the player instead. They can guard an area with [[ai_goal_police]] and their AI works well with [[ai_goal_actbusy]]. This pre-criminal AI can be activated with the [[env_global|global]] "gordon_precriminal", shown in the editor as "Gordon pre-criminal". | ||
Their combat AI | Their "post-criminal" combat AI involves 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 | {{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. 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. | 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. |
Revision as of 13:31, 6 July 2017
Entity Description
They make up the Combine's police force and are usually seen beating civilians while later being beaten by civilians.
Their policing AI, not to be confused with ai_goal_police, is used at the beginning of Half-Life 2 before Gordon becomes a criminal. If the player gets too close to a npc_metropolice, they will push the player away. They can also give up to 3 warnings when the player pesters them in any way, which will make the cop more aggressive and more prepared to deal with the player. They will begin using their stunstick, activating it when the player gets remotely close, and they may chase the player for 3-7 seconds. Throwing a physics object at a npc_metropolice will immediately cause them to chase the player. If they are not allowed to respond to the player's actions ("Allowed to respond to thrown objects" flag disabled), they can search for another nearby npc_metropolice who can respond and the other officer will chase the player instead. They can guard an area with ai_goal_police and their AI works well with ai_goal_actbusy. This pre-criminal AI can be activated with the global "gordon_precriminal", shown in the editor as "Gordon pre-criminal".
Their "post-criminal" combat AI involves 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.