
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. In code, it is represented by the CNPC_MetroPoliceclass, defined in the npc_metropolice.hfile.Ĭauses pre-criminal npc_metropolice with stunsticks to follow the player indefinitely.

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 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. This is used throughout the Half-Life 2 chapter Point Insertion and works best with stunsticks. 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. npc_combine_s is usually used for the Combine's actual military force. 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. They serve as City 17's primary police force and are one of the most basic Combine enemies. Please be careful when playing if you suffer from epilepsy or photosensitivity.Npc_metropolice is a point entity available in the Half-Life 2 series. Warning: Entropy : Zero contains flashing lights that could affect you if you are photosensitive. You must own Half-Life 2 + Episode 1 & Episode 2. Full closed-caption support (Now in different languages!) Face the music with a custom soundtrack from the likes of Morch Kovalski (AKA Yackson) and Spencer Baggett.

Lore rich environment - unravel the story behind the sanctuary of City 10. Employ a deadly Combine arsenal including a Stunstick, Manhacks and a prototype AR2. Tear a pathway through four chapters of violent chaos.

Survive the Combine plague, and reclaim the Combine stronghold known as ‘Pillar 10’. Endure the bitter cold as you fight your way through rebel shanties, infested tunnels and subway systems. Bring the brutality and chaos of the Combine regime to the hidden rebel sanctuary of City 10. 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 the abandoned City 10.Įxperience a time before the fall of City 17 - 11 months before the deployment of Gordon Freeman.
