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

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.
![]() 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
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.



StartScripting
input does this.Don't drop weapons : [8192]
Ignore player push : [16384] (in all games since )
- Entity won't give way to player.

models/police_cheaple.mdl
.Simple cops : [131072]
- 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.
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: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: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
- weapon_pistol
- Number of Manhacks (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. [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.

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 ?]- 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:
|
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.
- 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 this NPC hits the player with a stunstick.
- OnCupCopped
- Fired when this NPC is hit by a prop with the targetname
cupcop_can
.
- OnRappelTouchdown
- Fires when done rappelling.
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