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
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 DepleteAmmo/RestoreAmmo inputs have no effect on Portal turrets.  [todo tested in ?]
		
	
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{{LanguageBar}}  | {{LanguageBar}}  | ||
{{CD|CNPC_FloorTurret|base=CNPCBaseInteractive_CAI_BaseNPC|file1=1}}  | |||
[[File:combine_turret_floor.jpg|150px|right|Floor Turret]]  | [[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|  | |||
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 14: | Line 14: | ||
*Turrets can be carried through doorways and sometimes through level changes.    | *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 03:33, 19 May 2025
| CNPC_FloorTurret | 
npc_turret_floor  is a   model entity  available in 
 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.
 
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.
 
- DepleteAmmo
 
- RestoreAmmo
 - Depletes ammo from a turret, causing it to dry-fire, or restores ammo. Turrets never run out on their own.
 
- 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.