Npc hover turret: Difference between revisions

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(added bug info on the turret.)
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{{stub}}
{{ent not in fgd}}
{{ent not in fgd}}
{{portal2 point|npc_hover_turret}}  
{{this is a|model entity|game=Portal 2|name=npc_hover_turret}} It is a turret variant cut from Portal 2 which would have hung from the ceiling and fired a laser at the player. It remains in the final game, but is somewhat buggy.


==Entity description==
It is hardcoded to use the model <code>models/npcs/hover_turret.mdl</code>, which is missing in the final game. According to [https://i1.theportalwiki.net/img/2/2d/Portal_2_Hover_Turret_action.png early screenshots], it originally used a model based on [[prop_glados_core]] from the first game. [http://www.mediafire.com/file/ntjvlwqje5lub1r/Hoverturretfixv2.zip/file Attempts] have been made to restore this model, but currently have issues, such as the turret not being able to aim vertically.
The Hover Turret is an enemy cut from Portal 2. It was supposed to look like the 4 cores from Portal 1, but has no in-game model. The coded model name is "models/npcs/hover_turret.mdl".


The Hover Turret will fire a laser similar to the thermal discouragement beam at the player if it sees them. When searching for the player, it will glow blue, whereas when firing at the player, it will glow yellow. If the turret has a model with physics applied to it, it will also glow purple when being held, and will glow red on occasion when bumped into.
{{bug|hidetested=1|The turret's laser will only render when it is in its neutral or searching modes, meaning it will not render when firing at the player. This is fixed in {{P2CE}}}}
 
{{bug|hidetested=1|The hover turret will attempt to fire at the player through portals, but is unable to actually do so.}}
:{{bug|The turret's laser will only render when it is in its neutral or searching modes, meaning it will not render when firing at the player.}}
{{bug|hidetested=1|The hover turret's tether snaps easily, and may do so randomly at the start of the map.}}
 
:{{workaround|Increasing the cvar <code>hover_turret_break_dist</code> makes this less likely to happen, but also makes it harder for the player to deliberately pull the turret off the tether.}}
Adding the hover turret to the game: See [http://www.mediafire.com/file/ntjvlwqje5lub1r/Hoverturretfixv2.zip/file here] for a fixed model, or [https://www.moddb.com/games/portal-2/addons/hover-turret-fix here] for an older release.
{{bug|hidetested=1|Crashes the game when picked up in Co-op.}}
:{{bug|Currently, the fixed model has the turret facing the wrong direction when in its neutral state. It is also unable to aim downwards.]]
{{bug|hidetested=1|The game may crash if a hover turret is firing upon a tethered hover turret.}}




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<pre>
<pre>
@PointClass base(Parentname, Targetname, Angles) studio( "models/npc/hover_turret.mdl" ) = npc_hover_turret: "Hover Turret."
@PointClass base(BaseNPC)
studioprop("models/npcs/hover_turret.mdl")
line(255 255 255, targetname, attachtarget)
= npc_hover_turret: "The cut Hover Turret, which hangs from the ceiling and fires a laser at the player. Missing its model by default, and somewhat buggy."
[
[
attachTarget(string) : "attachTarget" : "" : "The attach Target"
canPushPlayer(boolean) : "Laser Pushes Player" : 0 : "Should the hover turret's laser deal knockback? Usually only works while the player is in the air."
sentryRotateSpeed(float) : "Idle Rotation Speed" : "10" : "While idle, the hover turret will rotate at this speed."
// Inputs
attachTarget(target_destination) : "Tether Attach Target" : : "An entity (usually info_target) which the hover turret should hang from."
input InteractivePowerDown(void)
input CreateAddon(string)
input UpdateEnemyMemory(string)
input ForceInteractionWithNPC(string)
input UnholsterWeapon(void)
input HolsterAndDestroyWeapon(void)
input HolsterWeapon(void)
input SetSpeedModSpeed(integer)
input SetSpeedModRadius(integer)
input DisableSpeedModifier(void)
input ActivateSpeedModifier(void)
input OutsideTransition(void)
input InsideTransition(void)
input GagDisable(void)
input GagEnable(void)
input StopScripting(void)
input StartScripting(void)
input Break(void)
input IgnoreDangerSounds(float)
input ForgetEntity(string)
input Wake(void)
input SetSquad(string)
input BeginRappel(void)
input SetHealth(integer)
input SetEnemyFilter(string)
input SetRelationship(string)
input KilledNPC(void)
input physdamagescale(float)
input SetLightingOrigin(string)
input SetLightingOriginHack(string)
input BecomeRagdoll(void)
input IgniteHitboxFireScale(float)
input IgniteNumHitboxFires(integer)
input IgniteLifetime(float)
input Ignite(void)
input SetBodyGroup(integer)
input skin(integer)
input RemovePaint(void)
input CallScriptFunction(string)
input RunScriptCode(string)
input RunScriptFile(string)
input FireUser4(string)
input FireUser3(string)
input FireUser2(string)
input FireUser1(string)
input AddOutput(string)
input EnableDrawInFastReflection(void)
input DisableDrawInFastReflection(void)
input EnableReceivingFlashlight(void)
input DisableReceivingFlashlight(void)
input EnableDraw(void)
input DisableDraw(void)
input EnableShadow(void)
input DisableShadow(void)
input ClearContext(string)
input RemoveContext(string)
input AddContext(string)
input DispatchResponse(string)
input DisableDamageForces(void)
input EnableDamageForces(void)
input SetDamageFilter(string)
input SetLocalAngles(string)
input SetLocalOrigin(string)
input ClearParent(void)
input SetParentAttachmentMaintainOffset(string)
input SetParentAttachment(string)
input SetParent(string) : "Changes the entity's parent in the movement hierarchy."
input AlternativeSorting(boolean)
input Alpha(integer)
input Use(void)
input KillHierarchy(void)
input Kill(void)
input fademaxdist(float)
input fademindist(float)
input SetTeam(integer)
input TeamNum(integer)
// Outputs
output OnAlyxFinishedInteraction(void)
output OnAlyxStartedInteraction(void)
output OnPhysGunDrop(void)
output OnPhysGunPickup(void)
output OnForcedInteractionFinished(void)
output OnForcedInteractionAborted(void)
output OnForcedInteractionStarted(void)
output OnSleep(void)
output OnWake(void)
output OnRappelTouchdown(void)
output OnDenyCommanderUse(void)
output OnDamagedByPlayerSquad(void)
output OnDamagedByPlayer(void)
output OnHearCombat(void)
output OnHearPlayer(void)
output OnHearWorld(void)
output OnLostPlayer(void)
output OnLostPlayerLOS(void)
output OnFoundPlayer(void)
output OnLostEnemy(void)
output OnLostEnemyLOS(void)
output OnFoundEnemy(void)
output OnHalfHealth(void)
output OnDeath(void) : "Fired after this turret finishes it's destroy think and begins it's death think."
output OnDamaged(void)
output OnFizzled(void)
output OnIgnite(void)
output OnUser4(void)
output OnUser3(void)
output OnUser2(void)
output OnUser1(void)
]
]
</pre>
</pre>


The hover turret's full (unfinished and, therefor, broken) FGD data can be found [https://pastebin.com/jcqAZeta here.]
== Keyvalues ==
{{todo|Finish the Turret's FGD entry}}
 
{{KV|Laser Pushes Player|intn=canPushPlayer|boolean|Should the hover turret's laser deal knockback? Usually only works while the player is in the air.}}
{{KV|Idle Rotation Speed|intn=sentryRotateSpeed|float|While idle, the hover turret will rotate at this speed.}}
{{KV|Tether Attach Target|intn=attachTarget|targetname|An entity (usually info_target) which the hover turret should hang from.}}
 
{{KV BaseNPC}}
 
== Inputs ==
 
{{I BaseNPC}}
 
== Outputs ==
 
{{O BaseNPC}}


==See also==
==See also==
*[[ent_hover_turret_tether]]
*[[npc_rocket_turret]]
*[[npc_rocket_turret]]
*[[npc_portal_turret_floor]]
*[[npc_portal_turret_floor]]


[[Category:Portal 2 NPCs]]
[[Category:Portal 2 NPCs]]

Latest revision as of 02:08, 6 June 2025

Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.

npc_hover_turret is a model entity available in Portal 2 Portal 2. It is a turret variant cut from Portal 2 which would have hung from the ceiling and fired a laser at the player. It remains in the final game, but is somewhat buggy.

It is hardcoded to use the model models/npcs/hover_turret.mdl, which is missing in the final game. According to early screenshots, it originally used a model based on prop_glados_core from the first game. Attempts have been made to restore this model, but currently have issues, such as the turret not being able to aim vertically.

Icon-Bug.pngBug:The turret's laser will only render when it is in its neutral or searching modes, meaning it will not render when firing at the player. This is fixed in Portal 2: Community Edition
Icon-Bug.pngBug:The hover turret will attempt to fire at the player through portals, but is unable to actually do so.
Icon-Bug.pngBug:The hover turret's tether snaps easily, and may do so randomly at the start of the map.
PlacementTip.pngWorkaround:Increasing the cvar hover_turret_break_dist makes this less likely to happen, but also makes it harder for the player to deliberately pull the turret off the tether.
Icon-Bug.pngBug:Crashes the game when picked up in Co-op.
Icon-Bug.pngBug:The game may crash if a hover turret is firing upon a tethered hover turret.


FGD Code

@PointClass base(BaseNPC)
	studioprop("models/npcs/hover_turret.mdl")
	line(255 255 255, targetname, attachtarget)
= npc_hover_turret: "The cut Hover Turret, which hangs from the ceiling and fires a laser at the player. Missing its model by default, and somewhat buggy."
[
	canPushPlayer(boolean) : "Laser Pushes Player" : 0 : "Should the hover turret's laser deal knockback? Usually only works while the player is in the air."
	sentryRotateSpeed(float) : "Idle Rotation Speed" : "10" : "While idle, the hover turret will rotate at this speed."
	attachTarget(target_destination) : "Tether Attach Target" : : "An entity (usually info_target) which the hover turret should hang from."
]

Keyvalues

Laser Pushes Player (canPushPlayer) <boolean>
Should the hover turret's laser deal knockback? Usually only works while the player is in the air.
Idle Rotation Speed (sentryRotateSpeed) <float>
While idle, the hover turret will rotate at this speed.
Tether Attach Target (attachTarget) <targetname>
An entity (usually info_target) which the hover turret should hang from.
BaseNPC keyvalues

CBaseCombatCharacter:

Relationship (Relationship) <string> !FGD
<string|targetname or classname> <string|disposition> <int|rank>
Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.

CAI_BaseNPC:

Target Path Corner (target) <targetname>
The path_corner that this NPC will move to after spawning.
Squad Name (squadname) <string>
NPCs that are in the same squad (i.e., have matching squad names) will share information about enemies and will take turns attacking and covering each other.
Hint Group (hintgroup) <string>
Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
Hint Limit Nav (hintlimiting) <boolean>
Limits NPC to using specified hint group for navigation requests. Does not limit local navigation.
Sleep State (sleepstate) <choices>
Holds the NPC in stasis until specified condition. See also Wake Radius and Wake Squad.
  • 0: None
  • 1: Waiting for threat
  • 2: Waiting for PVS
  • 3: Waiting for input, ignore PVS
  • 4: Auto PVS
  • 5: Auto PVS after PVS
Wake Radius (wakeradius) <float>
Auto-wake if player comes within this distance.
Wake Squad (wakesquad) <boolean>
Wake all of the NPCs squadmates if the NPC is woken.
Enemy Filter (enemyfilter) <targetname>
Filter entity to test targets against.
Ignore unseen enemies (ignoreunseenenemies) <boolean>
Prefers visible enemies, regardless of distance or relationship priority.

DamageFilter:

Damage Filter (damagefilter) <targetname>
Name of the filter_damage_type entity that controls which entities can damage us.

Inputs

BaseNPC inputs 

CAI_BaseNPC:

ActivateSpeedModifier  !FGD
DisableSpeedModifier  !FGD
Break
Smash into pieces. If this is not possible, disappear.
BecomeRagdoll  (in all games since Half-Life 2: Episode Two)
Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. outputs will NOT be fired.
ForceInteractionWithNPC <string> <string>  (in all games since Half-Life 2: Episode One)
Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
ForgetEntity <targetnameRedirectInput/string>
Clears out the NPC's knowledge of a named entity.
UpdateEnemyMemory  (in all games since Half-Life 2: Episode One)
Update (or create) this NPC's memory of of the given entity.
GagEnable
GagDisable
Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.
HolsterWeapon  (in all games since Half-Life 2: Episode One)
UnholsterWeapon  (in all games since Half-Life 2: Episode One)
Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
HolsterAndDestroyWeapon  (in all games since Half-Life 2: Episode One)
Same as HolsterWeapon, except the weapon is destroyed once it has been concealed.
IgnoreDangerSounds <floatRedirectInput/float>
Ignore danger sounds for the specified number of seconds.
InsideTransition  !FGD
OutsideTransition  !FGD
SetBodyGroup <integerRedirectInput/integer>
HACK: Sets this NPC's body group (from 0–n).
SetEnemyFilter <stringRedirectInput/string>
SetHealth <integerRedirectInput/integer>
Set the NPC's health.
SetMaxLookDistance <floatRedirectInput/float> (only in Garry's Mod)
Sets the maximum look distance for the NPC. Defaults are 2048 and 6000 for long range NPCs.
SetRelationship <string|targetname or classname> <string|disposition> <int|rank>
Changes whether this NPC likes or dislikes certain others. Used like the ai_relationship entity, with this NPC as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
SetSquad <stringRedirectInput/string>
Change the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
StartScripting
StopScripting
Enter/exit scripting state, where NPCs ignore a variety of stimulus that would make them break out of their scripts. They ignore danger sounds, ignore +Use, don't idle speak or respond to other NPCs' idle speech, and so on.
Wake
Wakes up the NPC if it is sleeping.

CBaseCombatCharacter:

KilledNPC  !FGD
Tells the entity it killed something. Despite the name, this can include a player. This input will be automatically sent by the victim when they die.
physdamagescale <floatRedirectInput/float>
Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.

DamageFilter:

SetDamageFilter <stringRedirectInput/string>
Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.

Outputs

BaseNPC Outputs
OnDamaged
Fired when this NPC takes damage (!activator is the damage inflictor).
OnDamagedByPlayer
Fired when this NPC is hurt by a player (!activator is the attacker or vehicle driver [if friendly fire]).
OnDamagedByPlayerSquad
Fired when this NPC is hurt by a player OR by one of the player's squadmates (!activator is the attacker or vehicle driver [if friendly fire]).
OnDeath
Fired when this NPC is killed (!activator is the killer).
OnDenyCommanderUse
Fired when this NPC has refused to join the player's squad.
OnForcedInteractionAborted
Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc.).
OnForcedInteractionStarted
Fired when the NPC starts a forced interaction.
OnForcedInteractionFinished
"NPCs in actbusies can no longer perform dynamic interactions."
Todo: What does this mean?
OnHalfHealth
Fired when this NPC reaches half of its maximum health.
OnHearCombat
Fired when this NPC hears combat sounds.
OnHearPlayer
Fired when this NPC hears the player.
OnHearWorld
Fired when this NPC hears a sound (other than combat or the player).
OnFoundEnemy <targetname*RedirectOutput/ehandle>
Fired when this NPC establishes line of sight to its enemy.
OnLostEnemy
Fired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
OnLostEnemyLOS
Fired when this NPC loses line of sight to its enemy.
OnFoundPlayer <targetname*RedirectOutput/ehandle>
Fired when this NPC establishes line of sight to its enemy, and that enemy is a player.
OnLostPlayer
Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
OnLostPlayerLOS
Fired when this NPC loses line of sight to its enemy, and that enemy is a player.
OnSleep
Fired when this NPC enters a sleep state.
OnWake
Fired when this NPC comes out of a sleep state.

See also