Npc metropolice: Difference between revisions
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Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
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==Keyvalues== | ==Keyvalues== | ||
{{KV BaseNPC}} | |||
{{KV RappelNPC}} | |||
{{KV|Weapons|choices|What weapon this Metrocop should spawn with. Choices are: | {{KV|Weapons|choices|What weapon this Metrocop should spawn with. Choices are: | ||
:* [[weapon_pistol|Pistol]] | :* [[weapon_pistol|Pistol]] | ||
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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.}} | {{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.}} | ||
==Flags== | ==Flags== | ||
{{Fl BaseNPC}} | |||
* Simple cops: Cheap model, basic AI | * Simple cops: Cheap model, basic AI | ||
* Always stitch: 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. | * Always stitch: 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. | ||
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* Allowed to respond to thrown objects: The officer can chase players who have annoyed them. Does not override the settings of an <code>[[ai_goal_police]]</code>. | * Allowed to respond to thrown objects: 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): Change the metrocop's preferred attack distance. | * Mid-range attacks (halfway between normal + long-range): Change the metrocop's preferred attack distance. | ||
==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|targetname|Causes the NPC to police the area defined by an [[ai_goal_police]].}} | {{IO|SetPoliceGoal|targetname|Causes the NPC to police the area defined by an [[ai_goal_police]].}} | ||
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==Outputs== | ==Outputs== | ||
{{O BaseNPC}} | |||
{{IO|OnStunnedPlayer|Fires when the player is hit by a stun stick by this NPC.}} | {{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}} | {{IO|OnCupCopped|Fired when this NPC is hit by a prop with the [[targetname]] "cupcop_can".|since=EP2}} | ||
{{O RappelNPC}} | {{O RappelNPC}} | ||
[[Category:Half-Life 2 NPCs]] | [[Category:Half-Life 2 NPCs]] | ||
Revision as of 03:03, 5 February 2012
Template:Otherlang2 Template:Hl2 point
It is a Combine Civil Protection officer. They mingle with and suppress civilian populations.
- They can carry up to two deployable manhacks on their shoulder(s).
- They can be set to guard an area from intrusion with ai_goal_police.
- If a metrocop is armed with an SMG and the player is in the airboat, he can "stitch" by shooting a meandering, closing path of bullets into the water in front of the vehicle.

Dedicated Console Variables
- sk_metropolice_health <int>
- A metrocop's spawn health. Affected by the "Gordon pre-criminal" global state.
- 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:
|
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
- SMG1
- Stun Stick
- Shotgun
- 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>
- 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
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]
- Don't drop weapons : [8192]
- Ignore player push : [16384] (in all games since
)
- Entity won't give way to player.
- Simple cops: Cheap model, basic AI
- Always stitch: 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: Gags the NPC, additionally preventing some metrocop-specific speech that gagging itself doesn't.
- Arrest enemies: Allows the cop to kill people and the player, without hating them.
- No far stitching: Stops stitching if the player is over 6000 units away. (Is that in inches?)
- Prevent manhack toss: Don't use my manhack. See the EnableManhackToss input.
- Allowed to respond to thrown objects: 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): Change the metrocop's preferred attack distance.
Inputs
- EnableManhackToss
- Enables manhack toss (which had been disabled by the spawnflag)
- SetPoliceGoal
- targetname
- ActivateBaton
- 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
)
- 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".
RappelNPC:
- OnRappelTouchdown
- Fires when done rappelling.