Npc metropolice
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.

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.

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.
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.
metropolice_charge
sk_metropolice_health Metrocop health when spawned.
sk_metropolice_simple_health Metrocop health, when the Simple cops flag is checked.
sk_metropolice_stitch_distance Distance that metrocops will begin to attempt stitching.
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.

0
will make the game freeze the moment stitching is attempted. [todo tested in ?]
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.
sk_metropolice_stitch_behind_hitcount Number of times a stitching metrocop is allowed to hit a player while behind the player.[confirm]
sk_metropolice_stitch_behind_hitcount Number of times a stitching metrocop is allowed to hit a player while aiming directly at the player.[confirm]
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]
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.
- 131072: Simple cops: changes the NPC's health to the value of
sk_metropolice_simple_health
instead ofsk_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: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: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
Bug:The default model (
police.mdl
) doesn't have proper animations for this weapon. [todo tested in ?] - Nothing
- weapon_pistol
- 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 thenpc_metropolice
.

- 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.
- 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.
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
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Inputs
- EnableManhackToss
- Enables manhack toss (for when it's been disabled by the Prevent manhack toss spawnflag)
- SetPoliceGoal <targetname >
- Causes the NPC to police the area defined by an ai_goal_police.
- ActivateBaton
- Makes the NPC flick a held weapon_stunstick on.
- BeginRappel
- Start rappelling now.
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
- Fired when this NPC is hit by a prop with the targetname
cupcop_can
.
- OnRappelTouchdown
- Fires when done rappelling.
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