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.
("Out of Ammo" is not broken and was utilized in Half-Life 2: Episode One.) |
(-added class hierarchy, cleanup) |
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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}} | ||
Line 9: | Line 8: | ||
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>. | 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]] | |||
==See also== | |||
*[[npc_combine_camera]] | |||
[[Category:Half-Life 2 NPCs|T]] | [[Category:Half-Life 2 NPCs|T]] |
Latest revision as of 07:33, 3 June 2025
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CNPC_CeilingTurret |
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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.
parentname
ortarget
).
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.mdl
on 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.