Npc turret ceiling: Difference between revisions
		
		
		
		
		
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Bug:This turret is partially broken and/or unfinished.
Code Fix:If you have the source code, you can fix most of npc_turret_ceiling's bugs according to the fixes listed on this page. 
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
		
	
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{{  | {{LanguageBar}}  | ||
{{CD|CNPC_CeilingTurret|file1=1}}  | |||
}}  | {{this is a|model entity|name=npc_turret_ceiling|game=Half-Life 2 series}}  | ||
{{  | [[File:combine_turret_ceiling.jpg|150px|right|Ceiling Turret]]  | ||
{{  | |||
[[  | |||
A [[Combine]] [[turret]] attached to the ceiling. {{immobile npc}}  | A [[Combine]] [[turret]] attached to the ceiling. {{immobile npc}}  | ||
Rarely used in [[Half-Life 2]]   | Rarely used in [[Half-Life 2]], this turret deploys from the ceiling. Not to be confused with its cousin [[npc_combine_camera]], or its siblings [[npc_turret_ground]] and [[npc_turret_floor]]. It has 1000 health by default and perfect accuracy, intended to be used as an "insta-kill" punishment/deterrent. For examples of its use, see the tripwire laser room in <code>d3_c17_10b</code> or the ammo-less turrets at the beginning of <code>ep1_c17_00</code>.  | ||
{{  | {{Bug|hidetested=true|This turret is partially broken and/or unfinished.  | ||
* The looping engine sound can sometimes stay after being destroyed or retired.  | |||
* The firing sound is missing, but the bullets flying past you still produce sounds.  | |||
* The firing animation plays only on the first shot. This can be fixed by adding "Loop" to the firing sequences.  | |||
* The firing animation while out of ammo plays sporadically.  | |||
* The turret may have difficulty firing at enemies directly underneath it.  | |||
* While the similarly built [[npc_combine_camera]] blends Deploy/Idle/Retract animations, this turret seems to be incapable of doing so, which causes the idle animation to jarringly snap into place. Even if the same nodes and transitions, or fadein/-out are used.  | |||
{{fix|If you have the source code, you can fix most of npc_turret_ceiling's bugs according to the fixes listed on [[npc_turret_ceiling/fixes|this page]].|code}} }}  | |||
Due to these bugs you might want to consider using [[npc_turret_floor]] as an alternative, as its equally as dangerous, but not as buggy and slightly more work to implement.  | |||
{{NPCNote}}  | {{NPCNote}}  | ||
==Keyvalues==  | == Keyvalues ==  | ||
{{KV Targetname}}  | {{KV Targetname}}  | ||
{{KV   | {{KV Model|spawn model=models/combine_turrets/ceiling_turret.mdl}}  | ||
==Flags==  | == Flags ==  | ||
{{fl|16|Efficient - Don't acquire enemies or avoid obstacles}}  | |||
{{fl|32|Autostart}}  | |||
{{fl|64|Start Inactive}}  | |||
{{fl|128|Fast Retire}}  | |||
{{fl|256|Out of Ammo}}  | |||
==  | == Outputs ==  | ||
{{  | {{O|OnDeploy|activator=NULL|Turret is becoming active and dangerous.}}  | ||
{{  | {{O|OnRetire|activator=NULL|Turret is becoming inactive and harmless.}}  | ||
==  | == See also ==  | ||
* [[npc_combine_camera]]  | |||
[[Category:Half-Life 2 NPCs|T]]  | |||
[[Category:Half-Life 2 NPCs]]  | |||
Latest revision as of 06:33, 3 June 2025
| CNPC_CeilingTurret | 
npc_turret_ceiling  is a   model entity  available in 
 Half-Life 2 series.
A Combine turret attached to the ceiling.
Rarely used in Half-Life 2, this turret deploys from the ceiling. Not to be confused with its cousin npc_combine_camera, or its siblings npc_turret_ground and npc_turret_floor. It has 1000 health by default and perfect accuracy, intended to be used as an "insta-kill" punishment/deterrent. For examples of its use, see the tripwire laser room in d3_c17_10b or the ammo-less turrets at the beginning of ep1_c17_00.
- The looping engine sound can sometimes stay after being destroyed or retired.
 - The firing sound is missing, but the bullets flying past you still produce sounds.
 - The firing animation plays only on the first shot. This can be fixed by adding "Loop" to the firing sequences.
 - The firing animation while out of ammo plays sporadically.
 - The turret may have difficulty firing at enemies directly underneath it.
 - While the similarly built npc_combine_camera blends Deploy/Idle/Retract animations, this turret seems to be incapable of doing so, which causes the idle animation to jarringly snap into place. Even if the same nodes and transitions, or fadein/-out are used.
 
Due to these bugs you might want to consider using npc_turret_floor as an alternative, as its equally as dangerous, but not as buggy and slightly more work to implement.
Keyvalues
- Name (targetname) <string>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities 
- World Model (model) <model path> !FGD[ Edit ]
 - This entity's model is set to: 
models/combine_turrets/ceiling_turret.mdlon spawn so specifying this keyvalue will have no effect. 
Flags
- Efficient - Don't acquire enemies or avoid obstacles : [16]
 
- Autostart : [32]
 
- Start Inactive : [64]
 
- Fast Retire : [128]
 
- Out of Ammo : [256]
 
Outputs
- OnDeploy
 - !activator = NULL
!caller = this entity
Turret is becoming active and dangerous. 
- OnRetire
 - !activator = NULL
!caller = this entity
Turret is becoming inactive and harmless.