npc_portal_turret_floor
npc_portal_turret_floor
is a point entity available in the Portal games. It is a freestanding Aperture Science turret.
Contents
Keyvalues
- Damage pushes player
(DamageForce)
<boolean> - Being hit by this turret will push the player back.
- Turret is Gagged <boolean> (in all games since )
- Turret will not speak any lines.
- Used As Actor <boolean> (in all games since )
- Turret will not run the standard floor turret code so it can be used as an actor.
- Turret can be picked up by player <boolean> (in all games since )
- Disables pickup by player.
- Disable Motion <boolean> (in all games since )
- Set for turrets that can't move in the world.
- Allow Shooting through portals <boolean> (in all games since )
- Turrets will not try to shoot through portals unless this is set.
- Maximum Range <float> (in all games since )
- How far the turret will be able to see targets.
- Load Defective Models <boolean> (in all games since )
- Should this turret precache the defective models? Needed for late switching.
- Use Super Damage <boolean> (in all games since )
- Setting this to true will scale the turret's damage by a very large amount.
- Collision Type <choices> (in all games since )
- Allow collision with the player to be turned off for very special cases.
- 0 : Normal
- 1 : Debris
- SkinNumber <integer> (in all games since ) !FGD
- Set the skin set to use for the model. Only useful on the normal model, to choose a 'broken' skin.
- model <model path> !FGD
- Custom model to use. Must have Model value set to Unused. Defaults to "models/combine_turrets/floor_turret.mdl"
- Model <choices> (in all games since )
- Which model the turret uses. The skeleton turret is still functional.
- 0 : Normal
- 1 : Unused (Custom - see above)
- 2 : Box
- 3 : Backwards ("Load Defective Models" must be activated)
- 4 : Skeleton
- Skin Number
<int>
- Which skin to use for this turret. Set to 0 to select randomly.
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.
Flags
- [
32
] : Autostart
Unknown. Possibly deprecated.
- [
64
] : Start Inactive
Causes this turret to start deactivated
- [
128
] : Fast Retire
Makes this turret return to its dormant state faster after losing a target
- [
256
] : Out of Ammo
Makes this turret unable to shoot at acquired targets
- [
512
] : Citizen modified (Friendly) (in all games since )
This turret will be allied with the player and use a special skin
Inputs
FireBullet
<targetname>- Causes the turret to instantly fire at the specified entity.
EnableGagging
<string> (in all games since )- Prevents the turret to speak.
DisableGagging
<string> (in all games since )- Allows the turret to speak again.
EnablePickup
<string> (in all games since )- Enables player pickup of the turret.
DisablePickup
<string> (in all games since )- Disables player pickup of the turret.
Ignite
!FGD- Sets the turret on fire. The turret will act as if it was hit with a Laser, unless its Used As Actor keyvalue is enabled, then it'll just burn normally.
Enable
Disable
Toggle
- Active/deactivate the turret's mechanisms.
Bug:The Enable/Disable inputs have no effect while the turret is knocked over.
DepleteAmmo
RestoreAmmo
- Depletes ammo from a turret, causing it to dry-fire, or restores ammo. Turrets never run out on their own.
Bug:The DepleteAmmo/RestoreAmmo inputs have no effect on Portal turrets.
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script> (in all games since ) (also in )- 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 ) (also in )- 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 Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving 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.
Outputs
OnPainted
(in all games since )- Fires when the turret is painted using Gels.
OnDeploy
OnRetire
- Turret has become active and dangerous or inactive and harmless.
OnTipped
- Turret has been tipped over and is inactive.
OnPhysGunPickup
OnPhysGunDrop
- Picked up/released by Gravity Gun or +use.
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.
See also
- npc_rocket_turret
- npc_turret_floor (HL2 equivalent)