Npc rocket turret: Difference between revisions
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Bug:If a rocket turret's target stops existing for any reason, it will seize up and not respond to SetTarget inputs until cycled off and back on. In standard usage (having the turret aim at a single player) this is rarely an issue, but it is something to be aware of when using rockets in multiplayer games or with NPC targets; players still exist while dead, so player deaths will not freeze the turret, but NPC deaths and players disconnecting will. [todo tested in ?]
Note:In multiplayer, rocket turrets will not target anyone by default (immediately seizing up when turned on). The target must be set manually with SetTarget inputs.
Bug:
In Portal 2, rocket turrets have a number of bugs:
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[[File:1400 RocketSentry.jpg|thumb|right|150px|Turret is firing]] | [[File:1400 RocketSentry.jpg|thumb|right|150px|Turret is firing]] | ||
{{note|in portal 2 authoring tools, its model in the editor is the error model. | |||
{{this is a|name=npc_rocket_turret|series=Portal|e0}} It is an Aperture Science Rocket Turret, which will track a single entity and fire rockets at it. In Portal 1 the target defaults to the SP player, but it can be overridden with SetTarget inputs. | {{this is a|name=npc_rocket_turret|series=Portal|e0}} It is an Aperture Science Rocket Turret, which will track a single entity and fire rockets at it. In Portal 1 the target defaults to the SP player, but it can be overridden with SetTarget inputs. | ||
{{bug|If a rocket turret's target stops existing for any reason, it will seize up and not respond to SetTarget inputs until cycled off and back on. In standard usage (having the turret aim at a single player) this is rarely an issue, but it is something to be aware of when using rockets in multiplayer games or with NPC targets; players still exist while dead, so player deaths will not freeze the turret, but NPC deaths and players disconnecting will.}} | {{bug|If a rocket turret's target stops existing for any reason, it will seize up and not respond to SetTarget inputs until cycled off and back on. In standard usage (having the turret aim at a single player) this is rarely an issue, but it is something to be aware of when using rockets in multiplayer games or with NPC targets; players still exist while dead, so player deaths will not freeze the turret, but NPC deaths and players disconnecting will.}} |
Revision as of 17:13, 19 April 2024
{{note|in portal 2 authoring tools, its model in the editor is the error model.
npc_rocket_turret
is an e0 available in Portal series. It is an Aperture Science Rocket Turret, which will track a single entity and fire rockets at it. In Portal 1 the target defaults to the SP player, but it can be overridden with SetTarget inputs.




- They will not target the SP player by default, so must be manually sent
SetTarget
inputs to target the player like in multiplayer. - Rockets spawn stuck in place.
Workaround:A trigger_push, env_physexplosion, or other similar entity will need to be used to propel them forward.
- Rocket turrets' targeting lasers are bugged, displaying as nothing more than a blue glow on the end of the barrel.
Workaround:The laser can be replicated with an env_beam parented to the barrel, though this will not be completely accurate as the original laser bends to hit targets to the side.
Keyvalues
- Rocket Speed ([todo internal name (i)]) <float> (in all games since
)
- Speed the rocket will travel at.
Bug:Doesn't work, as stated above. [todo tested in ?]
- Rocket Lifetime ([todo internal name (i)]) <float> (in all games since
)
- The rocket will automatically detonate after this number of seconds.
- Tripwire Mode ([todo internal name (i)]) <boolean> (in all games since
)
- Makes this sentry aim in a fixed direction and not follow the target entity. When any entity crosses the beam (regardless of if they are the target), a rocket is fired instantly with no lock-on time. (Similar to prop_rocket_tripwire, but allows aiming in any direction)
- Tripwire Aim Target ([todo internal name (i)]) <targetname> (in all games since
)
- In tripwire mode, the entity to aim at. If not specified, will aim down world angles.
Flags
- Disabled : [1]
Inputs
- SetTarget <string >
- Sets the target for the rocket turret to attack.
- Destroy
- Sets the rocket turret to its destroyed state, freezing it in place and emitting sparks.
Toggle:
- Toggle
- Toggle the enabled/disabled status of this entity.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
- OnFoundTarget
- Fired when the rocket turret finds an unobstructed target.
- OnLostTarget
- Fired when turret's target is blocked.
- OnDeath
- Fired after this turret finishes its destroy think and begins its death think