Npc metropolice: Difference between revisions

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{{hl2 point|npc_metropolice}}
{{hl2 point|npc_metropolice}}
[[File:Npc metropolice.jpg|150px|right]]
[[File:Npc metropolice.jpg|150px|right]]
This NPC is a Combine Civil Protection officer, an enemy from '''''[[Half-Life 2]]'''''. They are usually seen suppressing civilians, and will attack the player on sight.


* They can carry up to two deployable [[npc_manhack|manhacks]] on their shoulder(s).
==Entity Description==
* They can be set to guard an area from intrusion with [[ai_goal_police]].
This NPC is a Combine Civil Protection officer, an enemy from '''''[[Half-Life 2]]'''''. They are usually seen suppressing civilians, and will attack the player on sight. They can carry up to two deployable [[npc_manhack|manhacks]] on their shoulder(s).
* If a metrocop is armed with an [[weapon_smg1|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.
 
If a metrocop is armed with an [[weapon_smg1|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.


{{NPCNote}}
{{NPCNote}}
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{{O RappelNPC}}
{{O RappelNPC}}


[[Category:Half-Life 2 NPCs]]
==See Also==
* [[ai_goal_police]]
 
[[Category:Half-Life 2 NPCs|M]]

Revision as of 20:23, 15 January 2014

Template:Otherlang2 Template:Hl2 point

Npc metropolice.jpg

Entity Description

This NPC is a Combine Civil Protection officer, an enemy from Half-Life 2. They are usually seen suppressing civilians, and will attack the player on sight. They can carry up to two deployable manhacks on their shoulder(s).

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.

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. 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

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:
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]
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.
  • 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 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