Half Life Metro Police

About This Game. Be the bad guy in this modification for Half-Life 2: Episode 2 and step into the boots of a stranded Metrocop, left for dead in.
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_precriminalglobal 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.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_healthvialupon 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
6,000units 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_healthinstead ofsk_metropolice_healthand 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
EnableManhackTossinput.
- [
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_pistolNote:With this weapon,npc_metropolicewill periodically take a couple steps toward the player if they can path to them.weapon_shotgunWarning: 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
UnholsterWeaponhave 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
BeginRappelinput. 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_stunstickon.
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.
StartScriptingStopScripting- 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.
GagEnableGagDisable- 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:
KillKillHierarchyKill.AddOutput<string>KV Format:
<key> <value>I/O Format:
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>FireUser1toFireUser4OnUser 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:
OnUser1toOnUser4- These Outputs each fire in response to the firing of the like-numbered
FireUser1toFireUser4Input; 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.
| Civil Protection | |
|---|---|
| General information | |
| Faction | CombineOverwatch[1] |
| Type | |
| Individual information | |
| Health |
|
| Weapon(s) |
|
| Equipment |
|
| Game information | |
| Entity | npc_metropolice |
| Designer(s) | Half-Life 2
Half-Life: Alyx
|
- 'I don't know about you, but I'm ready to join Civil Protection just to get a decent meal.'
- ― Citizen[src]
Civil Protection[6] is essentially the Combine's thought police in all urban areas on Earth, including City 17. Its officers are named 'Metro Cops',[2][3] while the spelling 'Metrocops'[7] is also used. 'CPs'[6] is mostly used by the Citizens and Resistance members to refer to Metro Cops. The entity uses the term 'Metropolice' (the original term[8][9] ), and the subtitles use 'MetroPolice'. The Overwatch Voice simply uses the term 'Protection Teams'.[6]
Part of the Combine Overwatch,[1] Civil Protection officers are ordinary human volunteers who have 'willingly' joined the Combine,[10] either for more privileges, such as additional food, better living conditions, an increase in authority and status over others, or out of genuine sympathy and identification with the Combine's aims. As such, they are not bio-mechanically modified in any way, unlike the two other Overwatch units. Barney Calhoun is notable for having infiltrated the Combine by joining the Civil Protection ranks as an undercover Resistance member.
- 1Overview
- 5Gallery
- 5.1Half-Life 2
- 5.2Half-Life: Alyx
- 6List of appearances
Overview[edit]
Half-Life 2 and Episode One[edit]
In Half-Life 2 and Half-Life 2: Episode One, Civil Protection officers wear white masks hiding their faces, with built-in vocoders to disguise their voices; these each contain a radio and air filters, and appears like a cross between an old Soviet PMG and a PBF gas mask. They also wear a combat vest, leather boots with a black-green uniform, an armband on the right arm, with 'c̄17:i4' emblazoned on the armband written in a squeezed Impact font and 'C17' in the back of the collar. For City 17's uprising, the Resistance has retrieved a high amount of Civil Protection combat vests for the Rebels, who wear them above their Citizen attire.
Civil Protection officers are typically armed with 9mm Pistols and Stun Batons - they are known to beat unarmed Citizens at the slightest provocation; Barney Calhoun mentions being 'behind on [his] beating quota'. In more critical circumstances, they will be issued with Submachine Guns (which they fire from their hip), use Emplacement Guns, and are provided with fire support from APCs and Hunter-Choppers. Some officers are also armed with a deployable Manhack and/or Flare Gun to call for help.
Civil Protection officers are almost always encountered in squads or teams (terms used by the Overwatch Voice), and will employ very basic tactics, such as covering one another and running to cover when injured or reloading. Civil Protection officers normally attack in an aggressive manner, and will give pursuit to evading suspects. The Overwatch Voice also suggests that each squad has a particular leader. They are generally kept separate from Combine military units, such as Combine Soldiers or Synths, and stay in a policing role within the cities. They travel in APCs and Dropships and are often accompanied by City Scanners or Manhacks. They are also seen stationed on Combine Watchtowers from which they can fire flares to alert the other nearby Civil Protection officers.
Civil Protection heavily communicate with the Overwatch Voice over their radios; they are thus constantly fed mission objectives, rewards, reminders, and are directed to respond to certain incidents (such as the locations of downed units or other criminal acts). Civil Protection officers do not communicate with each other like they once did as citizens, using instead complex procedure words. When a unit speaks to another unit, the unit being spoken to will say 'copy' and then proceed on listening to the other unit's words. He will say 'copy' to let the other unit know he has his attention. The unit that first started speaking will say the other unit's number code so the latter will know that he is the one being spoken to. The constant radio chatter usually gives away unit positions before they are visible. When a Civil Protection officer is killed, its radio emits a prolonged tone similar to that of a flatlining ECG, followed by the Overwatch Voice declaring the unit down, along with his last known location and orders to nearby units to respond.
Certain transmissions heard over the Civil Protection radios suggest that officers are rewarded with, in the words of the Overwatch Voice, 'non-mechanical reproduction simulation' for good job performance. Another reward addressed by the Overwatch Voice evokes a 'family cohesion' being 'preserved', suggesting that a mission failure might cause trouble to the family of an officer. Other radio transmissions imply that additional privileges are gained if a Civil Protection officer has its memory replaced, this being related to the promotion to Combine Soldier or Combine Elite by willfully surrendering more and more human features and characteristics. Another transmission suggest that Civil Protection officers are provided with 'anti fatigue rations' of at least 3 mg.
Half-Life: Alyx[edit]
Civil Protection in Half-Life: Alyx have a minor role compared to Half-Life 2. They are never directly fought in Alyx, but they are seen in the first chapter of the game either patrolling the streets or herding Citizens into prisoner transport trucks. During this time, Alyx Vance is briefly detained and held inside a prisoner transport truck by two Civil Protection officers before being rescued by Russell. Outside of the opening chapter, Civil Protection are not encountered again.
Tactics[edit]
Civil Protection officers are not as organized and effective as the two other Overwatch units, and generally use weaker, more basic weapons, and are not very accurate. They almost always work in groups, so when in a firefight with a squad or two, it is advised to hide as much as possible and shoot while they are reloading. As almost all of the combat they encounter is against unarmed and untrained Citizens, they will appear as being inexperienced with firefights against tougher, more competent opponents. Civil Protection officers also do not carry out melee attacks unless they are armed with a Stun Baton.
In the early Half-Life 2 levels, a few pistol shots will kill an officer. In close quarters, a couple of hits with the crowbar will kill them. If they drop a Stun Baton in combat, it can be used as a battery for the HEV Suit. Later in the game, the best weapon to use against them is the Submachine Gun which can easily dispatch large numbers of them at once.
In the Canals levels, many explosive barrels are scattered on, under or near wooden structures where an officer tend to stand. It is advised to shoot the barrels for more effective (and spectacular) results. Civil Protection officers will also occasionally use the barrels as improvised grenades, rolling them to Freeman after igniting them. It is advised to shoot them while they are still rolling. Civil Protection officers also often tend to throw themselves in the path of the Airboat or stand on breakable wooden structures, in a similar way to the Combine Soldiers with the Buggy in the Coast levels. This should be used as well for more effective results.
Related Achievements[edit]
| Half-Life 2 | |
|---|---|
| Submissive (5G) | |
| Put the can in the trash. | |
| Defiant (5G) | |
| Hit the trashcan cop with the can. | |
Behind the scenes[edit]
The Metro Cop was originally referred to as the Combine Guard (not to be confused with the Synth unit of the same name), which evolved into both the Metro Cop and the Combine Soldier. Much like the Combine Soldier in the final version, Civil Protection originally also had its elite variant, the Elite Metro Cop. Metrocops were originally to have other colors on their uniforms, such as red or yellow, and the right armband colored red. One version also depicts them with bright blue eyes.[11]
Originally, the Civil Protection was to be named 'Metropolice', name that survived in the Civil Protection entity, 'npc_metropolice'. Many Metropolice posters were to be seen around City 17, but were removed when the team thought that the Combine did not need to rely on subtle messages to achieve their ends.[8] Three posters, designed by Randy Lundeen, are known: one involves the Consul, an early Citadel, Combine Guards, and the slogan 'It's great to be part of the greater good'.[12] Two other posters, including again Combine Guards, bear the ironic slogan 'They're here for you'.[8][9] Some of these posters are featured in WC map pack maps, when propaganda was still an important storyline tool for the team.
A Civil Protection headquarters building was originally to be seen near the Manhack Arcade, with above it the sign 'C17 MP', or 'City 17 Metropolice', in the WC map pack map c17_04 and its variants.[13] In Raising the Bar, it is nicknamed 'Cop Station', and was to be seen after and not before Kleiner's Lab.[14] CPs were also to stand in Door / Guard Towers, hanging cabins used either to operate gates or guard an area. Moreover, they were to use early Combine Watchtowers near Sensor Gates, another cut Combine device.
According to Valve's animator Doug Wood, the Metro Cop went through several sets of animations during its development. None of them felt right until the team decided to give the CP a more bullying personality. Then Wood put a slight swagger into the CP walk and changed the chest posture to a more leading position.[3]
In the Half-Life 2 leak files can be found several early Metrocop sounds, with the prefixes 'mc1ans' and 'mc1que'. They mostly consist of chat between at least two different idle cops (as there are two different voices). Sometimes a bit hard to make out, these sounds include things like 'You're in helluva a mood', 'Watch yer mouth', 'You expect me to believe that?', 'Yep, this was definitely the best career choice I ever made', 'I'm feeling pretty good about myself, ok?', 'I wouldn't have kids even if they let me', 'Supposedly we're getting a raise next week', 'Your wife doesn't like me, does she?', among others.[9] Setting Metrocops on fire caused them to start screaming, while they do not in the final game.
The Half-Life 2 soundtrack track 'CP Violation', played during the chapter Route Kanal, refers to the Civil Protection and Gordon running against each other to Black Mesa East. One of the most fast-paced tracks of the soundtrack, it also has a shorter remixed version. CP Violation is also a concept in theoretical physics.
Gallery[edit]
Half-Life 2[edit]
Pre-release[edit]
City 17 Civil Protection armband logo, leak version.
'C17' collar logo.
Restoration of the old Metrocop skin, as seen in the E3 2002 demo 'Terminal'. The 'IHV' Barney model and the original textures found in the Half-Life 2 leak were used as the base.
Early Barney Half-Life 2 model, with the early Metrocop skin.
Old skin Metrocop in the Cremator factory.
The Cremator factory in the WC map pack.
Concept art for Door Towers, with a Metrocop on the bottom-right.
Same spot in the WC map pack map
c17_old07, without Door Towers.Old skin Metrocops in the map
e3_terminal.Todd Hoffman’s net worth is currently estimated to be $400,000. For every episode, he appears in he gets a salary of $50,000. He has also been a cast member of a number of shows which have significantly contributed to his current net worth. Todd Hoffman has left the show Gold Rush since 2018. Jack Hoffman Net worth, Salary. How does the crew on gold rush get paid. Although Gold Rush Season 10 is currently still airing, the crews are all still relaxing before the next season. But, Gold Rush Season 11 will be missing a few members of Team Rally. Several members of the Rick Ness team allegedly have not been paid by Discovery. According to a recently released Gold Rush News video, some members of Rick’s.
Metrocops at the front of an early City 17 Trainstation.
A Breencast device hung to a Civil Protection building near the Manhack Arcade.
Garages are located beneath that building.
Metropolice station near the same building. The letters read 'C17 MP', or 'City 17 Metropolice'.
'C17 MP' sign.
Metrocop watching over Citizens in the Manhack Arcade.
Metrocop near a school bus in the map
subt.Metrocop in an early Combine Watchtower.
Metrocop in a Guard Tower.
Metrocops in Guard and Door Towers.
A pair of Metrocops and a Hunter-Chopper in the early canals.
Metrocops beating up Citizens.
Metrocops in the canals.
High-res and alternate version of the blue-eyed Metrocop image.
Retail[edit]
City 17 Civil Protection armband logo.
'C17' collar logo.
Metrocop graffiti.
Barney Calhoun, undercover Metrocop.
Metrocop on a fast food bag. The circle is also found on an hamburger box.
'Pick up that can.'
Metrocops at the City 17 Trainstation checkpoint.
Metrocop on the Nova Prospekt platform in the City 17 Trainstation.
A parked APC with CPs on guard.
Citizens about to experience a CP raid after the detected miscount.
Civil Protection apartment raid.
Barney watching monitors in Kleiner's Lab, one of which including a Metrocop.
Metrocops shooting at Gordon Freeman at the back of the City 17 Trainstation at the start of Gordon's escape.
Ditto.
Gordon's first close encounter with some Metrocops beating Citizens.
Metrocop using an Emplacement Gun at Station 1.
Ditto, near the APC garage in the Canals.
Metrocops waiting for Freeman at Gate 5.
Metrocops inside Gate 5's main warehouse, waiting for Freeman.
Metrocops at Gate 5.
Metrocops ambushing Freeman inside Gate 5's watchtower.
Metrocop shooting from a Combine Watchtower.
Metrocops firing at Freeman with two Emplacement Guns and an Submachine Gun in a City 17 tunnel.
Civil Protection conducting an inspection on an apartment block.
Civil Protection attack a Citizen in the canals.
Half-Life: Alyx[edit]
Pre-release[edit]
Civil Protection in promotional artwork for Half-Life: Alyx.
Model render.
Ditto.
Retail[edit]
Civil Protection during a sweep.
A Civil Protection officer stands on guard.
A child's drawing of a Civil Protection officer at the Central Zoo
List of appearances[edit]
Main games[edit]
- Half-Life 2(First appearance)
Other[edit]
- Half-Life 2: Deathmatch(Non-canonical appearance)
References[edit]
- ↑ 1.01.11.21.31.41.5Half-Life 2 Prima Guide
- ↑ 2.02.1Half-Life 2: Raising the Bar, page 110
- ↑ 3.03.13.2Half-Life 2: Raising the Bar, page 114
- ↑Tom Leonard on LinkedIn
- ↑Max Aristov on ArtStation
- ↑ 6.06.16.2Half-Life 2
- ↑Half-Life 2: Episode One
- ↑ 8.08.18.2Half-Life 2: Raising the Bar, page 181
- ↑ 9.09.19.2Half-Life 2 leak
- ↑Marc Laidlaw Vault on the ValveTime Forums
- ↑Half-Life 2: Raising the Bar, page 70
- ↑Half-Life 2: Raising the Bar, page 201
- ↑WC map pack
- ↑Half-Life 2: Raising the Bar, page 240
| 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 |