Npc metropolice: Difference between revisions

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{{hl2 point|npc_metropolice}}
{{hl2 point|npc_metropolice}} These are the "[[Civil Protection]]" cops that heavily occupy [[City 17]] and the vicinity. They're the player's main threat from the start until [[Black Mesa East]]. They aren't seen again until [[Anticitizen One]], and eventually they're replaced with [[Overwatch]] soldiers again.


== Entity Description ==
<code>npc_metropolice</code> is much weaker than {{ent|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 a prominent Combine enemy in Half-Life 2. They serve as the police force in City 17 and its surrounding areas, collectively known as "Civil Protection". In the beginning of the game, they are presented as a Gestapo-type thought police with brutal habits. They're the player's main opponent in the first few chapters, but they aren't seen again until the first few streetwar levels, after which they're mostly replaced with combine soldiers.


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.
{{tip|<code>npc_metropolice</code> is effective at attacking in groups.}}


npc_metropolice is effective at attacking in groups, advancing often when equpped with [[weapon_pistol|pistols]]. Other than this, however, default tactics are mostly limited to taking cover to reload and retreating when taking enough damage. Scripted events and behavior entities like [[ai_goal_standoff]] or [[ai_goal_assault]], both of which npc_metropolice has unique lines for, can assist their AI.
Use <code>gordon_precriminal</code> in your {{ent|env_global}} to make metrocops behave like the ones in [[Point Insertion]]. {{todo|What happens when a metrocop holding something other than {{ent|weapon_stunstick}} is agitated into attacking while under the pre-criminal condition?}}


If a npc_metropolice is armed with an [[weapon_smg1|SMG]] and the player is in the [[airboat]], the NPC 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.
{{NPCNote}}


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.
==Dedicated [[ConVars]]==
{{bug|If the enemy is 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, but it 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.}}
{{varcom|metropolice_chase_use_follow|p=0|d=arbitrary number|This is probably a piece of code that was never finished. <code>1</code> makes pre-criminal metrocops chase you basically indefinitely, once they've been agitated.}}
{{varcom|metropolice_move_and_melee|p=1|d=arbitrary number|<code>0</code> forces metropolice to run to targets, ''then'' activate their batons once they reach their target when agitated. <code>1</code> means the baton is already activated by the time they reach the target.}}
{{varcom|metropolice_charge|p=1|d=arbitrary number|{{todo|No effect? Used for something in code.}}}}
{{varcom|sk_metropolice_health|p=40|d=health amount|Metrocop health when spawned. {{todo|Health on difficulty settings other than easy?}}}}
{{varcom|sk_metropolice_simple_health|p=26|d=health amount|Metrocop health, when the ''Simple cops'' flag is checked.}}
{{varcom|sk_metropolice_stitch_distance|p=1000|d=hammer units|Distance that metrocops will begin to attempt stitching.}}
{{varcom|sk_metropolice_stitch_reaction|p=1|d=arbitrary number|Multiplier for the amount of time shots in the stitch line travel from their starting position to the player. Fractions make the npc go through the stitching behavior multiple times, and values above <code>1</code> make the stitching slower. {{bug|<code>0</code> will make the game freeze the moment stitching is attempted.}}}}
{{varcom|sk_metropolice_stitch_at_hitcount|p=1|d=arbitrary number|Number of times a metrocop is allowed to hit a player when stitching. Due to random bullet spread, the result may be slightly more or less.}}
{{varcom|sk_metropolice_stitch_behind_hitcount|p=1|d=arbitrary number|Number of times a stitching metrocop is allowed to hit a player while behind the player.{{confirm}}}}
{{varcom|sk_metropolice_stitch_behind_hitcount|p=1|d=arbitrary number|Number of times a stitching metrocop is allowed to hit a player while aiming directly at the player.{{confirm}}}}
{{varcom|sk_metropolice_stitch_behind_hitcount|p=1|d=arbitrary number|Number of times a stitching metrocop is allowed to hit a player when the player is looking left or right.{{confirm}}}}


=====Pre-Criminal Behavior=====
==Flags==
 
{{Fl BaseNPC}}
The ''gordon_precriminal'' [[env_global|global state]] completely changes npc_metropolice's attitude towards the player. They will essentially treat them like 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 in contrast to their regular alert sentences. This is used throughout the chapter ''Point Insertion'' of Half-Life 2.
*131072: Simple cops: changes the NPC's health to the value of <code>sk_metropolice_simple_health</code> instead of <code>sk_metropolice_health</code> 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 [[weapon_smg1|SMG]] and the player is beneath them, they will shoot a meandering, closing path of bullets (like the first metrocop in {{ent|d1_canals_07}}.
They will issue and remember warnings to the player when they do anything to make them angry. npc_metropolice can be angered by many things, including walking into them, interacting with them, and hitting them with an empty tin can. They can remember up to three warnings.
*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: Cop will "arrest" enemies. [https://www.youtube.com/watch?v=1CoLoip4d7w&feature=youtu.be Demonstration Video]
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.
*4194304: No far stitching: Stops stitching if the player is over 6000 units away. {{note|That's about the distance between the two forcefields on the bridge in {{ent|d2_coast_07}}.}}
 
*8388608: Prevent manhack toss: Prevents the cop from deploying their manhack(s). See the <code>EnableManhackToss</code> input.
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.
*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 {{ent|ai_goal_police}}.
 
*33554432: Mid-range attacks (halfway between normal + long-range): Extends the metrocop's preferred attack distance to 3500 units.
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}}
 
npc_metropolice can also guard a specific area with the use of [[ai_goal_police]], albeit with slightly different behavior.
 
{{NPCNote}}
 
== 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==
==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]] {{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.}}
:*{{ent|weapon_pistol}} {{note|Cops have bad aim with the pistol, so they will periodically take a couple steps toward the player if they can path to them.}}
:* [[weapon_smg1|SMG1]]
:*{{ent|weapon_smg1}}
:* [[weapon_stunstick|Stun Stick]]
:*{{ent|weapon_stunstick}}
:* [[weapon_shotgun|Shotgun]] {{bug|The default model (<code>police.mdl</code>) doesn't have proper animations for this weapon.}}
:*{{ent|weapon_shotgun}} {{bug|The default model (<code>police.mdl</code>) doesn't have proper animations for this weapon.}}
:* Nothing
:*Nothing
}}
}}
{{KV|Number of Manhacks|choices|Each Metrocop can carry and deploy up to two [[npc_manhack]]s.}}
{{KV|Number of Manhacks|choices|Optionally, an <code>npc_metropolice</code> can carry up to two [[npc_manhack|manhacks]] on their right shoulder. Before it's deployed, the manhack is just a harmless [[bodygroup]]. This turns into a real manhack the moment it's taken off of the shoulder. Determining when to deploy the manhack depends on whether the npc is in a squad with multiple manhack-wielding metropolice or not. If they're in no squad or the only npc with a manhack, they will deploy it as soon as they see an enemy. If multiple npc in the squad have manhacks, or if a single npc has more than one manhack, only one will deploy and others will wait for the right opportunity. If one dies with a manhack still on their shoulder, the manhack will remain a bodygroup and will be lost forever. The moment the manhack is in their hand however, the deployment can't be stopped by killing the <code>npc_metropolice</code>.
{{KV|Pistol starts drawn|bool|Whether or not the NPC's [[weapon_pistol|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|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.}} {{bug|If a cop has his pistol holstered and he is running a script, such as a [[ai_goal_standoff|standoff]] or [[ai_goal_assault|assault]], he might end up shooting with an invisible gun!}}}}
{{bug|If an enemy gets to about melee distance to a metrocop while they're deploying a manhack, they may be interrupted and the manhack be stuck on their hand until the metrocop dies, after which it will deploy normally.}}}}
 
{{KV|Pistol starts drawn|bool|Whether or not the pistol should start holstered. The pistol can only be unholstered when the NPC spots an enemy, not even <code>UnholsterWeapon</code> will do it. Has no effect on other weapons.
==Flags==
{{bug|If the pistol is holstered and the metrocop is in a situation such as a [[standoff]] or [[assault]], the gun may be invisible when unholstered.}}}}
{{Fl BaseNPC}}
{{KV RappelNPC}}
* 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.
{{KV BaseNPC}}
* 524288 : Always stitch : This forces the stitching behavior to occur. If the metrocop is armed with an [[weapon_smg1|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. [https://www.youtube.com/watch?v=1CoLoip4d7w&feature=youtu.be 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 <code>[[ai_goal_police]]</code>.
* 33554432 : Mid-range attacks (halfway between normal + long-range) : Extends the metrocop's preferred attack distance to 3500 units.


==Inputs==
==Inputs==
{{IO|EnableManhackToss|Enables manhack toss (which had been disabled by the spawnflag)}}
{{IO|EnableManhackToss|Enables manhack toss (for when it's been disabled by the ''Prevent manhack toss'' spawnflag)}}
{{IO|SetPoliceGoal <[[targetname]]>|Causes the NPC to police the area defined by an [[ai_goal_police]].}}
{{IO|SetPoliceGoal|param=targetname|Causes the NPC to police the area defined by an {{ent|ai_goal_police}}.}}
{{IO|ActivateBaton|Makes the NPC flick a held [[weapon_stunstick]] on.}}
{{IO|ActivateBaton|Makes the NPC flick a held {{ent|weapon_stunstick}} on.}}
{{I RappelNPC}}
{{I RappelNPC}}
{{I BaseNPC}}
{{I BaseNPC}}


==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]] <code>cupcop_can</code>.}}
{{O RappelNPC}}
{{O RappelNPC}}
{{O BaseNPC}}


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

Revision as of 10:45, 27 July 2018

Template:Otherlang2

Npc metropolice.jpg

Template:Hl2 point These are the "Civil Protection" cops that heavily occupy City 17 and the vicinity. They're the player's main threat from the start until Black Mesa East. They aren't seen again until Anticitizen One, and eventually they're replaced with Overwatch soldiers again.

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.

Tip.pngTip:npc_metropolice is effective at attacking in groups.

Use gordon_precriminal in your env_global to make metrocops behave like the ones in Point Insertion.

Todo: What happens when a metrocop holding something other than weapon_stunstick is agitated into attacking while under the pre-criminal condition?
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 ConVars

metropolice_chase_use_follow This is probably a piece of code that was never finished. 1 makes pre-criminal metrocops chase you basically indefinitely, once they've been agitated.

Todo: Effect description.

metropolice_move_and_melee 0 forces metropolice to run to targets, then activate their batons once they reach their target when agitated. 1 means the baton is already activated by the time they reach the target.

Todo: Effect description.

metropolice_charge

Todo: No effect? Used for something in code.

Todo: Effect description.

sk_metropolice_health Metrocop health when spawned.

Todo: Health on difficulty settings other than easy?

Todo: Effect description.

sk_metropolice_simple_health Metrocop health, when the Simple cops flag is checked.

Todo: Effect description.

sk_metropolice_stitch_distance Distance that metrocops will begin to attempt stitching.

Todo: Effect description.

sk_metropolice_stitch_reaction Multiplier for the amount of time shots in the stitch line travel from their starting position to the player. Fractions make the npc go through the stitching behavior multiple times, and values above 1 make the stitching slower.

Icon-Bug.pngBug:0 will make the game freeze the moment stitching is attempted.  [todo tested in ?]

Todo: Effect description.

sk_metropolice_stitch_at_hitcount Number of times a metrocop is allowed to hit a player when stitching. Due to random bullet spread, the result may be slightly more or less.

Todo: Effect description.

sk_metropolice_stitch_behind_hitcount Number of times a stitching metrocop is allowed to hit a player while behind the player.[confirm]

Todo: Effect description.

sk_metropolice_stitch_behind_hitcount Number of times a stitching metrocop is allowed to hit a player while aiming directly at the player.[confirm]

Todo: Effect description.

sk_metropolice_stitch_behind_hitcount Number of times a stitching metrocop is allowed to hit a player when the player is looking left or right.[confirm]

Todo: Effect description.

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: changes the NPC's health to the value of sk_metropolice_simple_health instead of sk_metropolice_health 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 (like the first metrocop in d1_canals_07.
  • 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: Cop will "arrest" enemies. Demonstration Video
  • 4194304: No far stitching: Stops stitching if the player is over 6000 units away.
    Note.pngNote:That's about the distance between the two forcefields on the bridge in d2_coast_07.
  • 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.

Keyvalues

Weapons ([todo internal name (i)]) <choices>
What weapon this Metrocop should spawn with. Choices are:
  • weapon_pistol
    Note.pngNote:Cops have bad aim with the pistol, so they will periodically take a couple steps toward the player if they can path to them.
  • weapon_smg1
  • weapon_stunstick
  • weapon_shotgun
    Icon-Bug.pngBug:The default model (police.mdl) doesn't have proper animations for this weapon.  [todo tested in ?]
  • Nothing
Number of Manhacks ([todo internal name (i)]) <choices>
Optionally, an npc_metropolice can carry up to two manhacks on their right shoulder. Before it's deployed, the manhack is just a harmless bodygroup. This turns into a real manhack the moment it's taken off of the shoulder. Determining when to deploy the manhack depends on whether the npc is in a squad with multiple manhack-wielding metropolice or not. If they're in no squad or the only npc with a manhack, they will deploy it as soon as they see an enemy. If multiple npc in the squad have manhacks, or if a single npc has more than one manhack, only one will deploy and others will wait for the right opportunity. If one dies with a manhack still on their shoulder, the manhack will remain a bodygroup and will be lost forever. The moment the manhack is in their hand however, the deployment can't be stopped by killing the npc_metropolice.
Icon-Bug.pngBug:If an enemy gets to about melee distance to a metrocop while they're deploying a manhack, they may be interrupted and the manhack be stuck on their hand until the metrocop dies, after which it will deploy normally.  [todo tested in ?]
Pistol starts drawn ([todo internal name (i)]) <boolean>
Whether or not the pistol should start holstered. The pistol can only be unholstered when the NPC spots an enemy, not even UnholsterWeapon will do it. Has no effect on other weapons.
Icon-Bug.pngBug:If the pistol is holstered and the metrocop is in a situation such as a standoff or assault, the gun may be invisible when unholstered.  [todo tested in ?]
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.
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.

Inputs

EnableManhackToss
Enables manhack toss (for when it's been disabled by the Prevent manhack toss spawnflag)
SetPoliceGoal <targetnameRedirectInput/string>
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

OnStunnedPlayer
Fires when the player is hit by a stun stick by this NPC.
OnCupCopped
Fired when this NPC is hit by a prop with the targetname cupcop_can.
RappelNPC:
OnRappelTouchdown
Fires when done rappelling.
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.