Npc turret floor: Difference between revisions
		
		
		
		
		
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 Placement Tip: If used in combat situations, this npc can add variety to a firefight and upgrade an enemy force's fire power
Placement Tip: If used in combat situations, this npc can add variety to a firefight and upgrade an enemy force's fire power
 Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
 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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| {{CD|CNPC_FloorTurret|base=CNPCBaseInteractive_CAI_BaseNPC|file1=1}} | |||
| [[File:combine_turret_floor.jpg|150px|right|Floor Turret]] | |||
| {{this is a|model entity|name=npc_turret_floor|game=Half-Life 2 series}} | |||
| {{this is a|name=npc_turret_floor| | |||
| 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 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. | ||
| Line 8: | Line 9: | ||
| 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. | 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.   | |||
| *Turrets can be carried through doorways and sometimes through level changes.  | |||
| {{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}} | ||
| [[Category:Half-Life 2 NPCs|T]] | [[Category:Half-Life 2 NPCs|T]] | ||
Latest revision as of 04:33, 19 May 2025
|  Class hierarchy | 
|---|
| CNPC_FloorTurret | 
|  npc_turret_floor.cpp | 
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.
 Placement Tip: If used in combat situations, this npc can add variety to a firefight and upgrade an enemy force's fire power
Placement Tip: If used in combat situations, this npc can add variety to a firefight and upgrade an enemy force's fire power Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
Note: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. parentnameortarget).
 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  ) )
- This turret will be allied with the player and use a special skin
Inputs
- 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.


























