Npc metropolice: Difference between revisions

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== Entity Description ==
== 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".
Story-wise, these NPCs are officially known as "Civil Protection" and are the Combine's thought police and the primary police force seen throughout City 17 and its surrounding areas. They beat citizens in the beginning of Half-Life 2 and get beaten by citizens at the end of Half-Life 2. npc_metropolice is much weaker than [[npc_combine_s]] in strength, arsenal, and tactics, but its animations are (fittingly) much more natural and help to establish an effective authoritative atmosphere under the right circumstances.


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.
npc_metropolice is effective at attacking in groups and, when equipped with [[weapon_pistol|pistols]], will constantly advance towards the enemy. Other than this, however, tactics are mostly limited to taking cover to reload and retreating when taking enough damage. This can change drastically with the help of external elements like [[ai_goal_standoff]] or [[ai_goal_assault]], both of which npc_metropolice has unique lines for, or scripted events.
{{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.
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 "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".
Optionally, a npc_metropolice can carry up to two [[npc_manhack|manhacks]] on their right shoulder. Before it's deployed, the manhack is nothing more than a harmless [[bodygroup]]. This turns into a real manhack the moment it's taken off of the shoulder. To deploy a manhack, the npc_metropolice will take the manhack and throw it upward, causing it to defy gravity and deploy in midair. Determining when to deploy the manhack depends on whether they're in a squad with multiple manhack-wielding metropolice or not. If they're in no squad or the only npc_metropolice with a manhack, they will deploy it as soon as they see an enemy. If multiple npc_metropolice in the squad have manhacks, or if a single npc_metropolice has more than one manhack, only one will deploy and the other(s) will wait for the right opportunity. If a npc_metropolice dies with a manhack still on their shoulder, the manhack will remain a bodygroup and will be lost forever. If the npc_metropolice dies with the manhack in their ''hand'', however, the npc_metropolice will let go of the manhack and it will deploy regardless.
{{bug|Getting too close to a npc_metropolice while they are deploying a manhack (within crowbar distance, for example), they may be interrupted and the manhack will be attached to their hand for the rest of the npc_metropolice's life. The manhack has no collision and cannot be harmed and doesn't get in the way of the npc_metropolice, which will act normally. If the npc_metropolice dies, the manhack will deploy as usual. This can be worked around with some trickery involving the "Prevent manhack toss" spawnflag and the "EnableManhackToss" input.}}
 
=====Pre-Criminal Behavior=====
 
Throughout the chapter ''Point Insertion'' of Half-Life 2, npc_metropolice will act very differently. This is due to a [[env_global|global state]], ''gordon_precriminal'', that completely changes their attitude towards the player. They will essentially treat them as a regular citizen. (albeit differently from [[npc_citizen]])  They will always watch the player when within a certain distance and have unique idle sentences that suggest a calm and secure atmosphere.
 
They will issue and remember warnings to the player when they do anything to make them angry, ranging from walking into them to hitting them with an empty tin can. They have three warnings, but most agitators go directly to the third warning.
 
The most common agitator is getting too close to a npc_metropolice. If no warnings have been given, the npc_metropolice will push the player away and give them a warning. If the player has already been warned, the npc_metropolice will threateningly activate their stunstick before pushing them away again and warning them a second time. If the player has been warned three times, they will attack the player with their stunstick from that point forward with no additional consequences of pestering them further. The npc_metropolice will still react differently to the player's presence with the third warning, activating their baton as soon as the player gets within watching distance.
 
Another agitator is throwing a physics object at the npc_metropolice. This will instantly set the warnings to 3 and cause them to chase the player for 3-7 seconds. If they cannot respond to this (in a script or lacks the "Allowed to respond to thrown objects" spawnflag), the nearest npc_metropolice allowed to respond will chase the player instead.
 
The only other agitator is pressing [[Use|+USE]] on them, which simply adds a warning to the number of warnings or, if the player has already been given 3 warnings, causes them or a nearby npc_metropolice to chase the player.
 
This behavior is almost completely absent if the npc_metropolice is wielding anything other than a [[weapon_stunstick]]. Their behavior will only consist of pushing.
{{todo|Test non-stunstick-wielding pre-criminal cops that are allowed to respond to thrown physics objects}}
 
All of this behavior is changed drastically with the use of [[ai_goal_police]].


{{NPCNote}}
{{NPCNote}}

Revision as of 21:27, 8 January 2018

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Npc metropolice.jpg

Template:Hl2 point

Entity Description

Story-wise, these NPCs are officially known as "Civil Protection" and are the Combine's thought police and the primary police force seen throughout City 17 and its surrounding areas. They beat citizens in the beginning of Half-Life 2 and get beaten by citizens at the end of Half-Life 2. npc_metropolice is much weaker than npc_combine_s in strength, arsenal, and tactics, but its animations are (fittingly) much more natural and help to establish an effective authoritative atmosphere under the right circumstances.

npc_metropolice is effective at attacking in groups and, when equipped with pistols, will constantly advance towards the enemy. Other than this, however, tactics are mostly limited to taking cover to reload and retreating when taking enough damage. This can change drastically with the help of external elements like ai_goal_standoff or ai_goal_assault, both of which npc_metropolice has unique lines for, or scripted events.

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.

Optionally, a npc_metropolice can carry up to two manhacks on their right shoulder. Before it's deployed, the manhack is nothing more than a harmless bodygroup. This turns into a real manhack the moment it's taken off of the shoulder. To deploy a manhack, the npc_metropolice will take the manhack and throw it upward, causing it to defy gravity and deploy in midair. Determining when to deploy the manhack depends on whether they're in a squad with multiple manhack-wielding metropolice or not. If they're in no squad or the only npc_metropolice with a manhack, they will deploy it as soon as they see an enemy. If multiple npc_metropolice in the squad have manhacks, or if a single npc_metropolice has more than one manhack, only one will deploy and the other(s) will wait for the right opportunity. If a npc_metropolice dies with a manhack still on their shoulder, the manhack will remain a bodygroup and will be lost forever. If the npc_metropolice dies with the manhack in their hand, however, the npc_metropolice will let go of the manhack and it will deploy regardless.

Icon-Bug.pngBug:Getting too close to a npc_metropolice while they are deploying a manhack (within crowbar distance, for example), they may be interrupted and the manhack will be attached to their hand for the rest of the npc_metropolice's life. The manhack has no collision and cannot be harmed and doesn't get in the way of the npc_metropolice, which will act normally. If the npc_metropolice dies, the manhack will deploy as usual. This can be worked around with some trickery involving the "Prevent manhack toss" spawnflag and the "EnableManhackToss" input.  [todo tested in ?]
Pre-Criminal Behavior

Throughout the chapter Point Insertion of Half-Life 2, npc_metropolice will act very differently. This is due to a global state, gordon_precriminal, that completely changes their attitude towards the player. They will essentially treat them as a regular citizen. (albeit differently from npc_citizen) They will always watch the player when within a certain distance and have unique idle sentences that suggest a calm and secure atmosphere.

They will issue and remember warnings to the player when they do anything to make them angry, ranging from walking into them to hitting them with an empty tin can. They have three warnings, but most agitators go directly to the third warning.

The most common agitator is getting too close to a npc_metropolice. If no warnings have been given, the npc_metropolice will push the player away and give them a warning. If the player has already been warned, the npc_metropolice will threateningly activate their stunstick before pushing them away again and warning them a second time. If the player has been warned three times, they will attack the player with their stunstick from that point forward with no additional consequences of pestering them further. The npc_metropolice will still react differently to the player's presence with the third warning, activating their baton as soon as the player gets within watching distance.

Another agitator is throwing a physics object at the npc_metropolice. This will instantly set the warnings to 3 and cause them to chase the player for 3-7 seconds. If they cannot respond to this (in a script or lacks the "Allowed to respond to thrown objects" spawnflag), the nearest npc_metropolice allowed to respond will chase the player instead.

The only other agitator is pressing +USE on them, which simply adds a warning to the number of warnings or, if the player has already been given 3 warnings, causes them or a nearby npc_metropolice to chase the player.

This behavior is almost completely absent if the npc_metropolice is wielding anything other than a weapon_stunstick. Their behavior will only consist of pushing.

Todo: Test non-stunstick-wielding pre-criminal cops that are allowed to respond to thrown physics objects

All of this behavior is changed drastically with the use of ai_goal_police.

Note.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

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

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.
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.
Weapons ([todo internal name (i)]) <choices>
What weapon this Metrocop should spawn with. Choices are:
  • Pistol
    Tip.pngTip: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
    Icon-Bug.pngBug:This NPC doesn't have proper animations for this weapon.  [todo tested in ?]
  • Nothing
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>
Whether or not the NPC's 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.pngNote: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.
Icon-Bug.pngBug:If a cop has his pistol holstered and he is running a script, such as a standoff or assault, he might end up shooting with an invisible gun!  [todo tested in ?]

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.
  • 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 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
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

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.
OnStunnedPlayer
Fires when the player is hit by a stun stick by this NPC.
OnCupCopped  (in all games since Half-Life 2: Episode Two)
Fired when this NPC is hit by a prop with the targetname "cupcop_can".
RappelNPC:
OnRappelTouchdown
Fires when done rappelling.

See Also