Npc metropolice: Difference between revisions
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* {{fl basenpc}} | * {{fl basenpc}} | ||
;Simple cops (131072) | |||
:Cheap model, basic AI | |||
;Always stitch (524288) | |||
:If the metrocop is armed with an [[weapon_smg1|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) | |||
:[[Gag]]s 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 [[ai_relationship|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 <code>[[ai_goal_police]]</code>. | |||
;Mid-range attacks (halfway between normal + long-range) (33554432) | |||
:Change the metrocop's preferred attack distance. | |||
==Inputs== | ==Inputs== |
Revision as of 02:42, 6 April 2008
Entity Description
The Combine police units known as "civil protection", or "CPs" for short.
They can carry manhacks as backup weaponry.
They can be set to police (guard) areas with the ai_goal_police entity.
With the Efficient flag (16) set, the policeman's model is set to Police_Cheaple.mdl.
Dedicated Console Variables
- sk_metropolice_health
- <integer> A metrocop's spawn health
- sk_metropolice_stitch_reaction
- <integer>
- sk_metropolice_stitch_tight_hitcount
- <integer>
- sk_metropolice_stitch_at_hitcount
- <integer>
- sk_metropolice_stitch_behind_hitcount
- <integer>
- sk_metropolice_stitch_along_hitcount
- <integer>
Keyvalues
- 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
- 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
- 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
- OnRappelTouchdown
- Fires when done rappeling.
- OnStunnedPlayer
- Fires when the player is hit by a stun stick by this NPC.