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.

Note:Some keyvalues, flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

Dedicated ConVars

ConVar/CommandParameters or default valueDescriptorEffect
metropolice_chase_use_follow0arbitrary numberCauses pre-criminal npc_metropolice with stunsticks to follow the player indefinitely.
metropolice_move_and_melee1arbitrary numberMakes 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_charge1arbitrary numberToggles whether npc_metropolice with pistols charge at the player.
sk_metropolice_health40health amountnpc_metropolice health when spawned.
sk_metropolice_simple_health26health amountnpc_metropolice health when the Simple cops flag is checked.
sk_metropolice_stitch_distance1000hammer unitsDistance that npc_metropolice will begin to attempt stitching.
sk_metropolice_stitch_reaction1arbitrary numberMultiplier 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_hitcount1arbitrary numberNumber 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_hitcount3arbitrary numberNumber of times a stitching npc_metropolice is allowed to hit a player while behind the player's airboat.[confirm]
sk_metropolice_stitch_tight_hitcount2arbitrary numberNumber 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_hitcount2arbitrary numberNumber 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 for point_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.
  • [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 of sk_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
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_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.
Bug: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.
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.
Bug: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.

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 for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_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>(New with Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Projected Texture Cache (shadowdepthnocache) <choices>(New with Portal 2)
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>(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
To do: 18-21, 25

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>(New with Left 4 Dead 2)
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>(New with Left 4 Dead 2)
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 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>
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: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_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
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>
FireUser1toFireUser4
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 targetnamecupcop_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?
Half-life metro police costume shopping

Targetname:

OnUser1toOnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 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.
Retrieved from 'https://developer.valvesoftware.com/w/index.php?title=Npc_metropolice&oldid=231753'
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Civil Protection
General information
Faction

CombineOverwatch[1]

Type
Individual information
Health
  • 26[1]
  • 40 (after Anticitizen One)[1]
Weapon(s)
  • Stun Baton (40 attack damage points)
  • 9mm Pistol (3 attack damage points)[1]
  • Submachine Gun (3 attack damage points)[1]
Equipment
  • Vocoder
  • Radio
Game information
Entity

npc_metropolice

Designer(s)

Half-Life 2

  • Dhabih Eng (appearance)[2]
  • Doug Wood (animations)[3]
  • Tom Leonard (artificial intelligence)[4]

Half-Life: Alyx

  • Max Aristov (appearance)[5]
'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]

Civil Protection conducting an inspection on an apartment block.

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 attack a male Citizen in an underground alley way in Route Kanal.

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]

Citizens being loaded up into a Combine Prisoner Transport during a sweep.

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 waiting for Freeman in the Canals.

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]

A blue-eyed Metrocop.

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]

Combine OverWiki has a list of quotes for Civil Protection.
Combine OverWiki has more images related to Civil Protection.
  1. 1.01.11.21.31.41.5Half-Life 2 Prima Guide
  2. 2.02.1Half-Life 2: Raising the Bar, page 110
  3. 3.03.13.2Half-Life 2: Raising the Bar, page 114
  4. Tom Leonard on LinkedIn
  5. Max Aristov on ArtStation
  6. 6.06.16.2Half-Life 2
  7. Half-Life 2: Episode One
  8. 8.08.18.2Half-Life 2: Raising the Bar, page 181
  9. 9.09.19.2Half-Life 2 leak
  10. Marc Laidlaw Vault on the ValveTime Forums
  11. Half-Life 2: Raising the Bar, page 70
  12. Half-Life 2: Raising the Bar, page 201
  13. WC map pack
  14. Half-Life 2: Raising the Bar, page 240
The Combine
Leaders / key figuresCombine Advisors · Barn Advisor · Wallace Breen
Minor membersBarney Calhoun · Judith Mossman
Humanoid unitsCivil Protection · Combine Soldier · Overwatch Sniper · Combine Elite · Combine Worker · Combine Hazmat Worker · Combine Grunt· Combine Ordinal · Combine Charger · Combine Suppressor · Stalker
Synth unitsSynth · Advisor pod · Crab Synth · Combine Advisors · Combine Dropship · Combine Gunship · Hunter · Mortar Synth · Strider
Mechanical unitsCity Scanner · Shield Scanner
Weapons9mm 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
TransportationAdvisor Platform · Armored Personnel Carrier · Hunter-Chopper · Prisoner Transport · Razor Train · Teleportation
TechnologyBarricade · 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
LocationsAPC 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
OtherCitizen · 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
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