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.
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= | {{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}} | |||
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}} | |||
== Keyvalues == | |||
{{KV Targetname}} | |||
{{KV Model|spawn model=models/combine_turrets/ceiling_turret.mdl}} | |||
== 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]] | * [[npc_combine_camera]] | ||
[[Category: | |||
[[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.