Npc portal turret floor: Difference between revisions
		
		
		
		
		
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 Bug: In
Bug: In  Portal, if 2 turrets collide with each other while they are disabled, they will still play the lines that play when they collide with each other.
 Portal, if 2 turrets collide with each other while they are disabled, they will still play the lines that play when they collide with each other.
 
  
 Confirm:If flag 512 is checked, the turret will shoot at npc_security_cameras in Portal 2.
 Confirm:If flag 512 is checked, the turret will shoot at npc_security_cameras in Portal 2.
 Bug:The Enable/Disable inputs have no effect while the turret is knocked over.  [todo tested in ?]
Bug:The Enable/Disable inputs have no effect while the turret is knocked over.  [todo tested in ?]
 Bug:The DepleteAmmo/RestoreAmmo inputs have no effect on Portal turrets.  [todo tested in ?]
Bug:The DepleteAmmo/RestoreAmmo inputs have no effect on Portal turrets.  [todo tested in ?]
		
	
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| {{ | {{lang|{{FULLPAGENAME}}|title=npc_portal_turret_floor}} | ||
| | | |||
| }} | |||
| [[File:Turretsicon.png|thumb|right]] | [[File:Turretsicon.png|thumb|right]] | ||
| {{ | {{CD|CNPC_Portal_FloorTurret|base=CNPC_FloorTurret}} | ||
| {{this is a|model entity|type=e0|name=npc_portal_turret_floor|series=Portal}} It is a freestanding Aperture Science turret. | |||
| == | {{bug| In {{Portal|4}}, if 2 turrets collide with each other while they are disabled, they will still play the lines that play when they collide with each other.|hidetested=1}} | ||
| It  | |||
| ==Keyvalues== | ==Keyvalues== | ||
| [[File:AP Turret.jpg|right|thumb|150px|Aperture Science floor turret as seen in [[Portal]].]] | [[File:AP Turret.jpg|right|thumb|150px|Aperture Science floor turret as seen in [[Portal]].]] | ||
| {{KV|Damage pushes player|bool|Being hit by this turret will push the player back.}} | {{KV|Damage pushes player|intn=DamageForce|bool|Being hit by this turret will push the player back.}} | ||
| {{KV|Turret is Gagged|boolean|Turret will not speak any lines.|since=P2}} | {{KV|Turret is Gagged|intn=Gagged|boolean|Turret will not speak any lines.|since=P2}} | ||
| {{KV|Used As Actor|boolean|Turret will not run the standard floor turret code so it can be used as an actor.|since=P2}} | {{KV|Used As Actor|intn=UsedAsActor|boolean|Turret will not run the standard floor turret code so it can be used as an actor.|since=P2}} | ||
| {{KV|Turret can be picked up by player|boolean|Disables pickup by player.|since=P2}} | {{KV|Turret can be picked up by player|intn=PickupEnabled|boolean|Disables pickup by player.|since=P2}} | ||
| {{KV|Disable Motion|boolean|Set for turrets that can't move in the world.|since=P2}} | {{KV|Disable Motion|intn=DisableMotion|boolean|Set for turrets that can't move in the world.|since=P2}} | ||
| {{KV|Allow Shooting through portals|boolean|Turrets will not try to shoot through portals unless this is set.|since=P2}} | {{KV|Allow Shooting through portals|intn=AllowShootThroughPortals|boolean|Turrets will not try to shoot through portals unless this is set.|since=P2}} | ||
| {{KV|Maximum Range|float|How far the turret will be able to see targets.|since=P2}} | {{KV|Maximum Range|intn=TurretRange|float|How far the turret will be able to see targets.|since=P2}} | ||
| {{KV|Load Defective Models|boolean|Should this turret precache the defective models? Needed for late switching.|since=P2}} | {{KV|Load Defective Models|intn=LoadAlternativeModels|boolean|Should this turret precache the defective models? Needed for late switching.|since=P2}} | ||
| {{KV|Use Super Damage|boolean|Setting this to true will scale the turret's damage by a very large amount.|since=P2}} | {{KV|Use Super Damage|intn=UseSuperDamageScale|boolean|Setting this to true will scale the turret's damage by a very large amount.|since=P2}} | ||
| {{KV|Collision Type|choices|Allow collision with the player to be turned off for very special cases.|since=P2}} | {{KV|Collision Type|intn=CollisionType|choices|Allow collision with the player to be turned off for very special cases.|since=P2}} | ||
| :* 0 : Normal | :* 0 : Normal | ||
| :* 1 : Debris | :* 1 : Debris | ||
| {{KV|model|studio|Custom model to use. Must have Model value set to Unused. Defaults to "models/combine_turrets/floor_turret.mdl"|nofgd=1}} | {{KV|Skin|intn=skin|int|Set the skin set to use for the model. Only useful on the normal model, to choose a 'broken' skin.|nofgd=1|since=P2}} | ||
| {{KV|Model|choices|Which model the turret uses. The skeleton turret is still functional.|since=P2}} | {{KV|model|intn=model|studio|Custom model to use. Must have Model value set to Unused. Defaults to "models/combine_turrets/floor_turret.mdl"|nofgd=1}} | ||
| {{KV|Model|intn=ModelIndex|choices|Which model the turret uses. The skeleton turret is still functional.|since=P2}} | |||
| :* 0 : Normal | :* 0 : Normal | ||
| :* 1 : Unused (Custom - see above) | :* 1 : Unused (Custom - see above) | ||
| :* 2 : Box | :* 2 : Box | ||
| :* 3 : Backwards | :* 3 : Backwards ("Load Defective Models" must be activated)  | ||
| :* 4 : Skeleton | :* 4 : Skeleton | ||
| {{KV npc_turret_floor}} | {{KV npc_turret_floor}} | ||
| Line 33: | Line 31: | ||
| ==Flags== | ==Flags== | ||
| {{Fl npc turret floor}} | {{Fl npc turret floor}} | ||
| {{confirm|If flag 512 is checked, the turret will shoot at npc_security_cameras in Portal 2.}} | |||
| ==Inputs== | ==Inputs== | ||
| {{ | {{I|FireBullet|Causes the turret to instantly fire at the specified entity.|param=targetname}} | ||
| {{ | {{I|EnableGagging|Prevents the turret to speak.|param=string|since=P2}} | ||
| {{ | {{I|DisableGagging|Allows the turret to speak again.|param=string|since=P2}} | ||
| {{ | {{I|EnablePickup|Enables player pickup of the turret.|param=string|since=P2}} | ||
| {{ | {{I|DisablePickup|Disables player pickup of the turret.|param=string|since=P2}} | ||
| {{ | {{I|SelfDestructImmediately|Cause the turret to explode immediately.|since=P2}} | ||
| {{ | {{I|SetAsBouncePainted|Force this turret to be painted with bounce paint.|since=P2}} | ||
| {{I|Ignite|Sets the turret on fire. The turret will act as if it was hit with a [[env_portal_laser|Laser]], unless its Used As Actor keyvalue is enabled, then it'll just burn normally.|nofgd=1}} | |||
| {{I npc_turret_floor}} | {{I npc_turret_floor}} | ||
| ==Outputs== | ==Outputs== | ||
| {{ | {{O|OnPainted|Fires when the turret is painted using [[Gel (Portal 2)|Gels]].|since=P2}} | ||
| {{O npc_turret_floor}} | {{O npc_turret_floor}} | ||
| ==See  | ==See also== | ||
| * [[npc_rocket_turret]] | * [[npc_rocket_turret]] | ||
| * [[npc_turret_floor]] (HL2 equivalent) | * [[npc_turret_floor]] (HL2 equivalent) | ||
Latest revision as of 15:39, 1 September 2025
|  Class hierarchy | 
|---|
| CNPC_Portal_FloorTurret | 
npc_portal_turret_floor  is a   model entity  available in  Portal series. It is a freestanding Aperture Science turret.
 Portal series. It is a freestanding Aperture Science turret.
 Bug: In
Bug: In  Portal, if 2 turrets collide with each other while they are disabled, they will still play the lines that play when they collide with each other.
 Portal, if 2 turrets collide with each other while they are disabled, they will still play the lines that play when they collide with each other.Keyvalues
 
  Aperture Science floor turret as seen in Portal.
- Damage pushes player (DamageForce) <boolean>
- Being hit by this turret will push the player back.
- Used As Actor (UsedAsActor)  <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 (PickupEnabled)  <boolean> (in all games since  ) )
- Disables pickup by player.
- Disable Motion (DisableMotion)  <boolean> (in all games since  ) )
- Set for turrets that can't move in the world.
- Allow Shooting through portals (AllowShootThroughPortals)  <boolean> (in all games since  ) )
- Turrets will not try to shoot through portals unless this is set.
- Maximum Range (TurretRange)  <float> (in all games since  ) )
- How far the turret will be able to see targets.
- Load Defective Models (LoadAlternativeModels)  <boolean> (in all games since  ) )
- Should this turret precache the defective models? Needed for late switching.
- Use Super Damage (UseSuperDamageScale)  <boolean> (in all games since  ) )
- Setting this to true will scale the turret's damage by a very large amount.
- Collision Type (CollisionType)  <choices> (in all games since  ) )
- Allow collision with the player to be turned off for very special cases.
- 0 : Normal
- 1 : Debris
 
- Skin (skin)  <integer> (in all games since  ) !FGD ) !FGD
- Set the skin set to use for the model. Only useful on the normal model, to choose a 'broken' skin.
- model (model) <model path> !FGD
- Custom model to use. Must have Model value set to Unused. Defaults to "models/combine_turrets/floor_turret.mdl"
- Model (ModelIndex)  <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 (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  ) )
- This turret will be allied with the player and use a special skin
 Confirm:If flag 512 is checked, the turret will shoot at npc_security_cameras in Portal 2.
 Confirm:If flag 512 is checked, the turret will shoot at npc_security_cameras in Portal 2.Inputs
- FireBullet <targetname>
- Causes the turret to instantly fire at the specified entity.
- SelfDestructImmediately   (in all games since  ) )
- Cause the turret to explode immediately.
- SetAsBouncePainted   (in all games since  ) )
- Force this turret to be painted with bounce paint.
- 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.  [todo tested in ?]
Bug: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.
 Bug:The DepleteAmmo/RestoreAmmo inputs have no effect on Portal turrets.  [todo tested in ?]
Bug:The DepleteAmmo/RestoreAmmo inputs have no effect on Portal turrets.  [todo tested in ?]- SelfDestruct   (in all games since  ) )
- 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
- npc_rocket_turret
- npc_turret_floor (HL2 equivalent)


























