npc_metropolice

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Class hierarchy
CNPC_MetroPolice
CAI BaseActor
CAI_ExpresserHost
CAI_BaseHumanoid
CAI_BaseHumanoidBase
CAI_BaseNPC
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
npc_metropolice.cpp
Npc metropolice.jpg

npc_metropolice is a point entity available in Half-Life 2 Half-Life 2, Half-Life 2: Episode One Half-Life 2: Episode One, Half-Life 2: Episode Two Half-Life 2: Episode Two, and Half-Life 2: Deathmatch Half-Life 2: Deathmatch. 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.

Note.pngNote:In Mapbase Mapbase, this NPC has been modified with new animations and weapon support
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

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

BaseNPC flags 
Note.pngNote:If the efficient flag is checked, then the model of the NPC becomes models/police_cheaple.mdl.

Simple cops : [131072]

Sets the NPC's health to the value of sk_metropolice_simple_health instead of sk_metropolice_health and enables more dramatic flinch animations. Used in the early canal levels of the game.

Rappel : [262144] Obsolete

Deprecated.
Use the "Waiting to rappel" keyvalue instead.

Always stitch : [524288]

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.

No chatter : [1048576]

Automatically gags the NPC and supposedly prevents some metrocop-specific speech that standard gagging doesn't. This is now believed to be non-functional.

Arrest enemies : [2097152]
No far stitching : [4194304]

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.

Prevent manhack toss : [8388608]

Prevents the NPC from deploying their manhack(s). See the EnableManhackToss input.

Allowed to respond to thrown objects : [16777216]

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.

Mid-range attacks (halfway between normal + long-range) : [33554432]

Extends the NPC's preferred attack distance to 3500 units.

Keyvalues

Weapons (additionalequipment) <choices>
What weapon this NPC should spawn with. Choices are:
  • weapon_pistol
    Note.pngNote: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.pngWarning:The default model (police.mdl) doesn't have proper animations for this weapon.
  • Nothing
Number of Manhacks (manhacks) <choices>
Allows a npc_metropolice to carry up to two manhacks on their right shoulder.
Icon-Bug.pngBug:If the player gets to about melee distance from a 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.  [todo tested in ?]
Pistol starts drawn (weapondrawn) <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.
Icon-Bug.pngBug:If the pistol has not yet been drawn and the 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.  [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 <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 inputs 

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 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>
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>
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.