Npc turret floor: Difference between revisions

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{{otherlang2|ru=npc_turret_floor:ru}}
{{LanguageBar}}
{{CD|CNPC_FloorTurret|base=CNPCBaseInteractive_CAI_BaseNPC|file1=1}}
[[File:combine_turret_floor.jpg|150px|right|Floor Turret]]


[[Image:combine_turret_floor.jpg|150px|right|Floor Turret]]
{{this is a|model entity|name=npc_turret_floor|game=Half-Life 2 series}}


{{DISPLAYTITLE:npc_turret_floor}} __NOTOC}}
It is unstable and falls over easily, but cannot be destroyed. It scans a 120 degree area, and will lock on to and fire at a target until that target goes is out of range or can't be seen.


It is unstable and falls over easily, but cannot be destroyed. It scans a 90 degree area, and will lock on to and fire at a target until that target goes is out of range or can't be seen.
When knocked over, the turret will fire randomly for a few seconds then disable (much like the [[npc_portal_turret_floor|floor turret from Portal]]). However, unlike the Portal turret, it will switch on again after being placed upright.
 
== Playtips ==
*The player can pick up the turrets with ''+use'' key or with the [[Gravity Gun]]. While active, the turret will be hostile to zombies and {{ent|npc_headcrab}}. When held pointing away from player, will alert and take aim at enemies.


When knocked over, the turret will fire randomly for a few seconds then disable (much like the [[npc_portal_turret_floor|floor turret from Portal]]). However, unlike the Portal turret, it will switch on again after being placed upright.
*Turrets can be carried through doorways and sometimes through level changes.  


{{todo|If placed in a squad, does it share enemies?}}
{{PlacementTip| If used in combat situations, this npc can add variety to a firefight and upgrade an enemy force's fire power}}


{{NPCNote}}
{{NPCNote}}


==Keyvalues==
== Keyvalues ==
 
{{KV Targetname}}
{{KV|model|studio|Overrides the normal Combine Floor Turret model|nofgd=1}}
{{KV|Model|intn=model|studio|Overrides the normal Combine Floor Turret model|nofgd=1}}
{{KV npc_turret_floor}}
{{KV npc_turret_floor}}


==Flags==
== Flags ==
 
{{Fl npc_turret_floor}}
{{Fl npc_turret_floor}}


==Inputs==
== Inputs ==
 
{{I npc_turret_floor}}
{{I npc_turret_floor}}


==Outputs==
== Outputs ==
 
{{O npc_turret_floor}}
{{O npc_turret_floor}}


== See also ==
== See also ==
* {{ent|npc_turret_ceiling}}
* {{ent|npc_turret_ground}}
* {{ent|npc_combine_camera}}


* [[npc_turret_ceiling]]
[[Category:Half-Life 2 NPCs|T]]
* [[npc_turret_ground]]
* [[npc_combine_camera]]
 
[[Category:Entities]][[Category:Half-Life 2 NPCs]]

Latest revision as of 04:33, 19 May 2025

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C++ Class hierarchy
CNPC_FloorTurret
CNPCBaseInteractive
CAI_BaseNPC
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
C++ npc_turret_floor.cpp
Floor Turret

npc_turret_floor is a model entity available in Half-Life 2 series Half-Life 2 series.

It is unstable and falls over easily, but cannot be destroyed. It scans a 120 degree area, and will lock on to and fire at a target until that target goes is out of range or can't be seen.

When knocked over, the turret will fire randomly for a few seconds then disable (much like the floor turret from Portal). However, unlike the Portal turret, it will switch on again after being placed upright.

Playtips

  • The player can pick up the turrets with +use key or with the Gravity Gun. While active, the turret will be hostile to zombies and npc_headcrab. When held pointing away from player, will alert and take aim at enemies.
  • Turrets can be carried through doorways and sometimes through level changes.
PlacementTip.gifPlacement Tip: If used in combat situations, this npc can add variety to a firefight and upgrade an enemy force's fire power
Note.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Model (model) <model path> !FGD
Overrides the normal Combine Floor Turret model
Skin Number (SkinNumber) <integer>
Which skin to use for this turret. Set to 0 to select randomly.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
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.

Flags

Autostart : [32]
Unknown. Possibly deprecated.
Start Inactive : [64]
Causes this turret to start deactivated
Fast Retire : [128]
Makes this turret return to its dormant state faster after losing a target
Out of Ammo : [256]
Makes this turret unable to shoot at acquired targets
Citizen modified (Friendly) : [512] (in all games since Source 2007)
This turret will be allied with the player and use a special skin


Inputs

Enable
Disable
Toggle
Active/deactivate the turret's mechanisms.
Icon-Bug.pngBug:The Enable/Disable inputs have no effect while the turret is knocked over.  [todo tested in ?]
DepleteAmmo
RestoreAmmo
Depletes ammo from a turret, causing it to dry-fire, or restores ammo. Turrets never run out on their own.
Icon-Bug.pngBug:The DepleteAmmo/RestoreAmmo inputs have no effect on Portal turrets.  [todo tested in ?]
SelfDestruct  (in all games since Half-Life 2: Episode Two)
Emit a warning then self-destruct in a small explosion.


Outputs

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.


See also