Npc metropolice
		
		
		
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Template:Otherlang2 Template:Hl2 point
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.
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
| 
 CBaseCombatCharacter: 
 
 CAI_BaseNPC: 
 
 
 
 
 
 
 
 
 DamageFilter: 
  | 
RappelNPC:
- Waiting to Rappel? (waitingtorappel) <boolean>
 - If yes, this NPC spawns suspended in air and awaits a 
BeginRappelinput. 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 
6,000units 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: Lowers the cop'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.
 - 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 
dispositionare: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.