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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{{this is a|name=npc_turret_floor| | {{this is a|point entity|name=npc_turret_floor|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch}} | ||
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. |
Revision as of 16:27, 17 May 2024
npc_turret_floor
is a point entity available in Half-Life 2,
Half-Life 2: Episode One,
Half-Life 2: Episode Two, and
Half-Life 2: Deathmatch.
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.


Keyvalues
- Model ([todo internal name (i)]) <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.
See also
Categories:
- TODO rewrite lang to LanguageBar
- Point entities
- Non-internal Half-Life 2 entities
- Half-Life 2 entities
- Half-Life 2 point entities
- Non-internal Half-Life 2: Episode One entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Non-internal Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Non-internal Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities
- NPC entities
- Pages with uncategorized bugs
- Half-Life 2 NPCs