npc_metropolice
npc_metropolice
is a point entity available in the Half-Life 2 series. They serve as City 17's primary police force and are one of the most basic Combine enemies.
npc_metropolice
uses a small arsenal of weapons and little tactical judgement, designed for the first few levels of Half-Life 2 and its authoritarian atmosphere. npc_combine_s
is usually used for the Combine's actual military force.
The gordon_precriminal
global state makes all npc_metropolice
neutral to the player and citizens, pushing the player away when they get too close and chasing them when provoked. This is used throughout the Half-Life 2 chapter Point Insertion and works best with stunsticks.
In Half-Life 2, they serve as the Combine's thought police, collectively known as Civil Protection, and mainly use stunsticks to brutally police the citizens of City 17. They are the player's main opponent throughout the first few chapters of Half-Life 2, using explosive barrels and mounted guns to their advantage and disadvantage, but they're eventually replaced with npc_combine_s
and disappear until the chapter Anticitizen One, where they again function as the main Combine enemies for most of the chapter.
In code, it is represented by class
CNPC_MetroPolice
, defined in npc_metropolice.h
.

Dedicated ConVars
ConVar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
metropolice_chase_use_follow | 0 | arbitrary number | Causes pre-criminal npc_metropolice with stunsticks to follow the player indefinitely. |
metropolice_move_and_melee | 1 | arbitrary number | Makes agitated npc_metropolice activate their stunsticks right as they begin to swing, as opposed to stopping for a moment to activate it once they successfully navigate to their target. |
metropolice_charge | 1 | arbitrary number | Toggles whether npc_metropolice with pistols charge at the player. |
sk_metropolice_health | 40 | health amount | npc_metropolice health when spawned. |
sk_metropolice_simple_health | 26 | health amount | npc_metropolice health when the Simple cops flag is checked. |
sk_metropolice_stitch_distance | 1000 | hammer units | Distance that npc_metropolice will begin to attempt stitching. |
sk_metropolice_stitch_reaction | 1 | 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 1 make the stitching slower.
![]() 0 will make the game freeze the moment stitching is attempted. |
sk_metropolice_stitch_at_hitcount | 1 | arbitrary number | Number of times a stitching npc_metropolice is allowed to hit a player. Due to random bullet spread, the result may be slightly more or less. |
sk_metropolice_stitch_behind_hitcount | 3 | arbitrary number | Number of times a stitching npc_metropolice is allowed to hit a player while behind the player's airboat.[confirm] |
sk_metropolice_stitch_tight_hitcount | 2 | arbitrary number | Number of times a stitching npc_metropolice is allowed to hit a player while aiming directly at the player's airboat.[confirm] |
sk_metropolice_stitch_along_hitcount | 2 | arbitrary number | Number of times a stitching npc_metropolice is allowed to hit a player while alongside the player's airboat.[confirm] |
Flags
- [
1
] : Wait Till Seen
- Prevents this NPC from seeing (or being seen) until it enters a player's viewcone.
- [
2
] : Gag (No IDLE sounds until angry) - [
4
] : Fall to ground (unchecked means *teleport* to ground) - [
8
] : Drop Healthkit
- Causes this NPC to drop an
item_healthvial
upon dying.
- [
16
] : Efficient - Don't acquire enemies or avoid obstacles - [
128
] : Wait For Script
- Forces this NPC to "wait" in an idle state until it finishes playing a
scripted_sequence
.
- [
256
] : Long Visibility/Shoot
- By default, increases a NPC's sight range to
6,000
units and allows it to attack from anywhere within that distance.
- [
512
] : Fade Corpse - [
1024
] : Think outside PVS
- Allows this NPC to run its regular AI outside of any player's PVS.
- [
2048
] : Template NPC
- Marks this NPC as a template for entities like
npc_template_maker
. The NPC will not spawn on its own. This is not needed forpoint_template
.
- [
4096
] : Do Alternate collision for this NPC (player avoidance)
Note: This flag is disabled in episodic for player companions because the
StartScripting
input does this.
- Don't give way to player
- [
131072
] : Simple cops
- Sets the NPC's health to the value of
sk_metropolice_simple_health
instead ofsk_metropolice_health
and enables more dramatic flinch animations. Used in the early canal levels of the game.
- Deprecated. Use the "Waiting to rappel" keyvalue instead.
- [
524288
] : Always stitch
- This forces the stitching behavior to occur. If the npc_metropolice 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 - [
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 NPC from deploying their manhack(s). See the
EnableManhackToss
input.
- [
16777216
] : Allowed to respond to thrown objects
- In pre-criminal mode, allows the NPC to chase players who have annoyed them. If this flag isn't enabled, they will call for the nearest available npc_metropolice to chase the agitator. This also occurs if the NPC is using anything other than a stunstick. This does not override the settings of an
ai_goal_police
.
- [
33554432
] : Mid-range attacks (halfway between normal + long-range)
- Extends the NPC's preferred attack distance to 3500 units.
Keyvalues
- Weapons
<choices>
- What weapon this NPC should spawn with. Choices are:
weapon_pistol
Note: With this weapon,
npc_metropolice
will periodically take a couple steps toward the player if they can path to them.weapon_smg1
weapon_stunstick
weapon_shotgun
Warning: The default model (
police.mdl
) doesn't have proper animations for this weapon.- Nothing
- Number of Manhacks
<choices>
- Allows a npc_metropolice to carry up to two manhacks on their right shoulder.

npc_metropolice
while they're deploying a manhack, they may be interrupted and the manhack be stuck on their hand until the npc_metropolice
dies, after which it will deploy normally.- Pistol starts drawn
<boolean>
- Whether or not the pistol should start unholstered. The pistol can only be unholstered when the NPC spots an enemy, and inputs like
UnholsterWeapon
have no effect. This keyvalue has no effect on other weapons.

npc_metropolice
must attack during a scripted behavior such as an assault or scripted_sequence, they may skip drawing their weapon and use an invisible gun.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:
Changes whether this NPC likes or dislikes certain others. Used like the ai_relationship entity, with this NPC as the subject. This keyvalue is not included in Valve's FGDs.
- Values for
disposition
are:D_HT
: HateD_FR
: FearD_LI
: LikeD_NU
: Neutral
- 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, but 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 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>
- Prefer visible enemies, regardless of distance or relationship priority
- Physics Impact Damage Scale (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:
- Damage Filter (damagefilter)
<targetname>
- Name of the filter_damage_type entity that controls which entities can damage us.
ResponseContext:
- Response Contexts (ResponseContext)
<string>
- Pre-defined response system context{s} for this entity. Format is
key:value,key:value,...
When this entity speaks, the list of keys & values will be passed to the response rules system.
Shadow:
- Disable Shadows (disableshadows)
<boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a
prop_static
. Does not affect shadow mapping. - Disable ShadowDepth (disableshadowdepth)
<boolean>
(in all games since)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Projected Texture Cache (shadowdepthnocache)
<choices>
(in all games since)
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
- 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
- Disable flashlight (disableflashlight)
<boolean>
(in all games since)
- Used to disable projected texture lighting and shadows on this entity.
RenderFields:
- Render Mode
(rendermode)
<choices>
- Set a non-standard rendering mode on this entity.
ᅠ
- Render FX / Transparency (0 - 255)
(renderamt)
<integer>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
(rendercolor)
<color255>
- Color tint.
- Disable Receiving Shadows
(disablereceiveshadows)
<boolean>
- Prevent the entity from receiving shadows on itself.
RenderFXChoices:
- Render FX
(renderfx)
<choices>
- Preset pattern of appearance effects.
ᅠ
Angles:
- Pitch Yaw Roll (Y Z X)
(angles)
<angle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Targetname:
- Name
(targetname)
<string>
- The targetname that other entities refer to this entity by.
- Entity Scripts
(vscripts)
<scriptlist>
(in all games since)
- Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Script think function
(thinkfunction)
<string>
(in all games since)
- Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note: Try to avoid expensive operations in this function, as it may cause performance problems.
GMODSandbox:
- Allow Physics Gun
(gmod_allowphysgun)
<boolean>
(only in)
- If set, players cannot use Physics Gun on this entity.
- Sandbox Tool Whitelist
(gmod_allowtools)
<string>
(only in)
- If set, only given tools can be used on this entity. You need to supply the tool class names, the names of the .lua files of those tools. This also includes the context menu properties!
Inputs
EnableManhackToss
- Enables manhack toss (for when it's been disabled by the Prevent manhack toss spawnflag)
SetPoliceGoal
<targetname>
- Assigns the NPC to an
ai_goal_police
. ActivateBaton
- Makes the NPC flick a held
weapon_stunstick
on.
RappelNPC:
BeginRappel
- Start rappelling now.
BaseNPC:
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
SetHealth
<integer>
- Set the NPC's health.
AddHealth
<integer>
(in all games since)
RemoveHealth
<integer>
(in all games since)
- Add to or remove from the NPC's health.
SetBodyGroup
<integer>
- HACK: Sets this NPC's body group (from 0 - n).
physdamagescale
<float>
- Scales the damage taken when this character is hit by a physics object. 0 means this feature is disabled for backwards compatibility.
Ignite
- Burst into flames.
IgniteLifetime
<float>
- Ignite for the given number of seconds.
IgniteNumHitboxFires
<integer>
- Ignite with the given number of hitbox fires.
IgniteHitboxFireScale
<float>
- Ignite with the given hitbox fire scale.
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.
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 NPC's idle speech, and so on.
SetSquad
<string>
- Change the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
Wake
- Wakes up the NPC if it is sleeping.
ForgetEntity
<targetname>
- Clears out the NPC's knowledge of a named entity.
GagEnable
GagDisable
- Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.
IgnoreDangerSounds
<float>
- Ignore danger sounds for the specified number of seconds.
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. ForceInteractionWithNPC <string> <string>
(in all games since)
- Force the NPC to use a dynamic interaction with another NPC. Syntax is
<targetname> <dynamic interaction>
UpdateEnemyMemory
(in all games since)
- Update (or create) this NPC's memory of of the given entity.
SetMaxLookDistance
<float>
(only in)
- Sets the maximum look distance for the NPC. Defaults are 2048 and 6000 for long range NPCs.
RenderFields:
Alpha
<integer>
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than
0
. Color
<color255>
- Sets an RGB color for the entity.
DamageFilter:
ResponseContext:
AddContext
<string>
- Adds to the entity's list of response contexts. Format is
<key>:<value>
. RemoveContext
<string>
- Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext
- Removes all contexts from this entity's list.
Shadow:
DisableShadow
- Turn dynamic shadows off for this entity.
EnableShadow
- Turn dynamic shadows on for this entity.
DisableReceivingFlashlight
(in all games since)
- This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight
(in all games since)
- This object may receive light or shadows from projected textures.
Targetname:
Kill
- Removes this entity from the world.
KillHierarchy
- Removes this entity and its children from the world.
Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than
Kill
. AddOutput
<string>
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format:<key> <value>
I/O Format:<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1
toFireUser4
- Fire the
OnUser
outputs; see User Inputs and Outputs. Use
!FGD- Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile
<script>
(in all games since)
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string>
(in all games since)
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In
, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction
<string>
(in all games since) !FGD
- Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin
<coordinates>
(in all games since) !FGD
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles
<angles>
(in all games since) !FGD
- Set this entity's angles.
Outputs
OnStunnedPlayer
- Fires when this NPC hits the player with a stunstick.
OnCupCopped
- Fired when this NPC is hit by a prop with the targetname
cupcop_can
.
RappelNPC:
OnRappelTouchdown
- Fires when done rappelling.
BaseNPC:
OnDamaged
- Fired when this NPC takes damage (activator is the damage inflictor)
OnDeath
- Fired when this NPC is killed (activator is the killer)
OnHalfHealth
- Fired when this NPC reaches half of its maximum health
OnHearWorld
- Fired when this NPC hears a sound (other than combat or the player)
OnHearPlayer
- Fired when this NPC hears the player
OnHearCombat
- Fired when this NPC hears combat sounds
OnFoundEnemy
<targetname>
- Fired when this NPC establishes line of sight to its enemy
OnLostEnemyLOS
- Fired when this NPC loses 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
OnFoundPlayer
<targetname>
- Fired when this NPC establishes line of sight to its enemy, and that enemy is a player
OnLostPlayerLOS
- Fired when this NPC loses 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
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))
OnDenyCommanderUse
- Fired when this NPC has refused to join the player's squad
OnSleep
- Fired when this NPC enters a sleep state
OnWake
- Fired when this NPC comes out of a sleep state
OnForcedInteractionStarted
- Fired when the NPC starts a forced interaction.
OnForcedInteractionAborted
- Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc)
OnForcedInteractionFinished
- "NPCs in actbusies can no longer perform dynamic interactions." To do: What does this mean?
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs. OnKilled
(only in)
- This output fires when the entity is killed and removed from the game.