Npc metropolice: Difference between revisions
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==Entity Description== | ==Entity Description== | ||
[[Image:metrocop police.jpg|frame|right| | [[Image:metrocop police.jpg|frame|right|An ''npc_metropolice'' NPC.]] | ||
The Combine police units known as "civil protection", or "CPs" for short. | The Combine police units known as "civil protection", or "CPs" for short. | ||
With the Efficient flag (16) set, the policeman's model is set to ''Police_Cheaple.mdl''. | They can carry [[npc_manhack|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== | ==Dedicated Console Variables== | ||
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* '''sk_metropolice_stitch_along_hitcount''' | * '''sk_metropolice_stitch_along_hitcount''' | ||
: <integer> | : <integer> | ||
==Keyvalues== | ==Keyvalues== | ||
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* '''waitingtorappel''' | * '''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 | : {{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''' | * '''additionalequipment''' | ||
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* '''manhacks''' | * '''manhacks''' | ||
: <integer> Number of | : <integer> Number of manhacks. | ||
* '''weapondrawn''' | * '''weapondrawn''' | ||
: {{boolean}} Pistol starts active | : {{boolean}} Pistol starts active. | ||
==Flags== | ==Flags== | ||
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* '''EnableManhackToss''' | * '''EnableManhackToss''' | ||
: Enables manhack toss (which had been disabled by the spawnflag) | : Enables manhack toss (which had been disabled by the spawnflag). | ||
* '''SetPoliceGoal <target_destination>''' | * '''SetPoliceGoal <target_destination>''' | ||
: Causes the NPC to police the area defined by an ai_goal_police | : Causes the NPC to police the area defined by an ai_goal_police. | ||
* '''ActivateBaton''' | * '''ActivateBaton''' | ||
: Set the baton to active | : Set the baton to active. | ||
==Outputs== | ==Outputs== | ||
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* '''OnRappelTouchdown''' | * '''OnRappelTouchdown''' | ||
: Fires when done rappeling | : Fires when done rappeling. | ||
* '''OnStunnedPlayer''' | * '''OnStunnedPlayer''' | ||
: Fires when the player is hit by a | : Fires when the player is hit by a stun stick by this NPC. | ||
[[Category:Entities]][[Category:NPCs]] | [[Category:Entities]][[Category:NPCs]] |
Revision as of 08:55, 15 April 2006
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
- 131072 : Simple cops
- 524288 : Always stitch
- 1048576 : No chatter
- 2097152 : Arrest enemies
- 4194304 : No far stitching
- 8388608 : Prevent manhack toss
- 16777216: Allowed to respond to thrown objects
- 33554432: Mid-range attacks (halfway between normal + long-range)
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.