Half Life Metro Police
The Metropolice, also known as Civil Protection, are weaker human Combine forces fought primarily in the earlier chapters of Half-Life 2. Like with many of their counterparts, Metropolice went through a long and diverse evolution, from trenchcoats, to green coats, to brown coats, to finally black (but not trench) coats. This is the earliest revision of the Metrocop available, and one that has.
The contents of this article have been cut. |
---|
The subject matter of this article contains in-development information that was cut from the final version of an official and/or canonical source and appears in no other canonical source. It may also contain incomplete information since not all cut material is publicly known. |
Elite Metro Cop | |
---|---|
General information | |
Faction | |
Type | Elite Civil Protection unit |
Individual information | |
Equipment |
|
Game information | |
Entity | N/A |
Designer(s) | |
Voiced by | N/A |
The Elite Metro Cop[1] is an advanced Civil Protection unit cut from Half-Life 2.
Overview[edit]
Just like the Combine Soldier has the Combine Elite in the final game, Civil Protection was also to have its elite version. Its model is mostly the same as that of the standard Metro Cop, but with a different helmet, yellow eyes, as well as a different skin, such as a red patch on the chest, red shoulder-pads and gray trousers, and the same 'c̄17:i4' armband, albeit with some color differences.[1] Its particular role and weapons used are unknown.
Though Raising the Bar shows a completed model, it is not featured in the Half-Life 2 2003 leaked files. The raw assets of its model were eventually released as part of the 2016-2017 leak. Its texture sheet refer to it as 'supercop'.
Gallery[edit]
Model as seen in Raising the Bar.
List of appearances[edit]
- Half-Life 2: Raising the Bar(Non-canonical appearance)
References[edit]
The Combine | |
---|---|
Leaders / key figures | Combine Advisors · Barn Advisor · Wallace Breen |
Minor members | Barney Calhoun · Judith Mossman |
Humanoid units | Civil Protection · Combine Soldier · Overwatch Sniper · Combine Elite · Combine Worker · Combine Hazmat Worker · Combine Grunt· Combine Ordinal · Combine Charger · Combine Suppressor · Stalker |
Synth units | Synth · Advisor pod · Crab Synth · Combine Advisors · Combine Dropship · Combine Gunship · Hunter · Mortar Synth · Strider |
Mechanical units | City Scanner · Shield Scanner |
Weapons | 9mm Pistol · Autogun · Ceiling Turret · Dark Energy · Emplacement Gun · Energy Ball · Flare Gun · Fragmentation Grenade (Alyx iteration) · Ground Turret · Headcrab Shell · Heavy Machine Gun · Heavy Shotgun · Hopper · Hunter-Chopper Bomb · Laser Tripmine (Alyx iteration) · Manhack · Mounted Gun · Submachine Gun (Alyx iteration) · Overwatch Sniper Rifle · Overwatch Standard Issue Pulse Rifle · Portable Shield · Pulse weapons · Rollermine · Sentry Gun · Shotgun · Stun Baton · Suppression Device |
Transportation | Advisor Platform · Armored Personnel Carrier · Hunter-Chopper · Prisoner Transport · Razor Train · Teleportation |
Technology | Barricade · Battery · Binoculars · Breencast · Bunker · Chargers · Citadel Core · Citadel · Camera · Confiscation Field · Dark Energy · Depot · Dispenser · Door lock · Dr. Breen's Private Reserve · Elevator · Emergency flare · Emitter · Energy Ball · Fabricator · Flashlight · Force Field · Health Pen · Heavy Door · Interface · Light · Medkit · Memory replacement · Monitor · Overwatch Voice · Power Generator · Powered bridge · Prisoner Pod · Resin · Restrictor · Security Door · Smart Barrier · Supply Crate · Suppression field · Teleportation · Television · Transportation · Vault · Watchtower · Weapons |
Locations | APC garage · Citadel(Design evolution) · Citadel Core · City 17 · City 17 Trainstation · Combine City · Combine Overworld · Depot · Gate 5 · Nova Prospekt · Overwatch Nexus · Quarantine Zone · Technical Trainstation · Vault |
Other | Citizen · Citizen models · Imagery · Overwatch |
Leaders / key figures (cut) | The Consul · Vance |
Minor members (cut) | Manwich · Elena Mossman · Peters |
Humanoid units (cut) | Alien Assassin · Alien Combine Soldier · Combine Assassin · Combine Guard (human) · Combine Recon · Conscripts · Cremator · Elite Metro Cop |
Synth units (cut) | Attack Synth · Combine Guard (Synth) · Combine Mobile Mine · Combine Super Soldier · Combine Synth Elite Soldier |
Mechanical units (cut) | Combot · Wasteland Scanner |
Weapons (cut) | Combine Guard Gun · Combine Launcher · Desert Launcher · Heavy Machine Gun · HK-707 · Hopwire Grenade · Immolator · Incendiary Rifle · Missile Launcher · MP5K · MP7 · OICW · Sniper Rifle |
Transportation (cut) | AirEx Truck · Borealis · Combine SWAT Truck · M2A3 Bradley · Merkava · School Bus |
Technology (cut) | Assassin tank · Combine Big Momma Pod · Door Tower · Heel Springs · Vorti-Cell |
Locations (cut) | Air Exchange · Borealis · Combine Factories · Manhack Arcade · Skyscraper · Vance Headquarters · Weather Control |
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.
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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.Bug: 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)
StartScripting
input does this.- [
8192
] : Don't drop weapons - [
16384
] : Ignore player push(in all games since )
- 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.
[262144
] : Rappel
- 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
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
<choices>
weapon_pistol
Note:With this weapon,npc_metropolice
will periodically take a couple steps toward the player if they can path to them.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:
- Relationship
<string>
!FGD - <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. This keyvalue is not included in Valve's FGDs.
Values fordisposition
are:D_HT
: HateD_FR
: FearD_LI
: LikeD_NU
: Neutral
<targetname>
<string>
<string>
<boolean>
<choices>
- 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:
<boolean>
prop_static
. Does not affect shadow mapping.<boolean>
(New with Portal 2)<choices>
(New with Portal 2)- 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
- Disable flashlight (disableflashlight)
<boolean>
(New with Portal 2) - 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.
- 0: Normal
- 1: Color
- 2: Texture
- 3: Glow
- 4: Solid/Alphatest
- 5: Additive
- 6: Removed, does nothing
- 7: Additive Fractional Frame
- 8: Alpha Add
- 9: World Space Glow
- 10: Don't Render
- 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.
- 0: None
- 1: Slow Pulse
- 2: Fast Pulse
- 3: Slow Wide Pulse
- 4: Fast Wide Pulse
- 5: Slow Fade Away
- 6: Fast Fade Away
- 7: Slow Become Solid
- 8: Fast Become Solid
- 9: Slow Strobe
- 10: Fast Strobe
- 11: Faster Strobe
- 12: Slow Flicker
- 13: Fast Flicker
- 14: Constant Glow
- 15: Distort
- 16: Hologram (Distort + fade)
- 17: Scale Up
- 22: Spotlight FX
- 23: Cull By Distance
- 24: Fade Wider Pulse
- 26: Fade Near
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.
<scriptlist>
(New with Left 4 Dead 2)<string>
(New with Left 4 Dead 2)GMODSandbox:
- Allow Physics Gun (gmod_allowphysgun)
<boolean>
(Only in Garry's Mod) - If set, players cannot use Physics Gun on this entity.
- Sandbox Tool Whitelist (gmod_allowtools)
<string>
(Only in Garry's Mod) - 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:
BaseNPC:
SetRelationship <string targetname or classname> <string disposition> <int rank>
disposition
are:D_HT
: HateD_FR
: FearD_LI
: LikeD_NU
: Neutral
SetHealth
<integer>
- Set the NPC's health.
AddHealth
<integer>
(New with Half-Life 2: Episode Two / Source 2007)RemoveHealth
<integer>
(New with Half-Life 2: Episode Two / Source 2007)- 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
(New with Half-Life 2: Episode Two / Source 2007)- 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.
Assault
<targetname>
- Start an assault at the given rally point.
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
(New with Half-Life 2: Episode One / Source 2006)UnholsterWeapon
(New with Half-Life 2: Episode One / Source 2006)- Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
HolsterAndDestroyWeapon
(New with Half-Life 2: Episode One / Source 2006)- Same as
HolsterWeapon
, except the weapon is destroyed once it has been concealed. ForceInteractionWithNPC <string> <string>
(New with Half-Life 2: Episode One / Source 2006)- Force the NPC to use a dynamic interaction with another NPC. Syntax is
<targetname> <dynamic interaction>
UpdateEnemyMemory
(New with Half-Life 2: Episode One / Source 2006)- Update (or create) this NPC's memory of of the given entity.
SetMaxLookDistance
<float>
(Only in Garry's Mod)- 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:
SetDamageFilter
<string>
- Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.
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
(New with Portal 2)- This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight
(New with Portal 2)- This object may receive light or shadows from projected textures.
Targetname:
Kill
KillHierarchy
Kill
.AddOutput
<string>
KV Format:
<key> <value>
I/O Format:
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1
toFireUser4
OnUser
outputs; see User Inputs and Outputs.Use
!FGDRunScriptFile
<script>
(in all games since )RunScriptCode
<string>
(in all games since )CallScriptFunction
<string>
(in all games since )!FGDSetLocalOrigin
<coordinates>
(in all games since )!FGDSetLocalAngles
<angles>
(in all games since )!FGDOutputs
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:
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 the Left 4 Dead series)- This Output fires when the entity is killed and removed from the game.