Npc portal turret floor: Difference between revisions
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Bug: In
, if 2 turrets collide with each other while they are disabled, they will still play the lines that play when they collide with each other. [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 ?]
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[[File:AP Turret.jpg|right|thumb|150px|Aperture Science floor turret as seen in [[Portal]].]] | [[File:AP Turret.jpg|right|thumb|150px|Aperture Science floor turret as seen in [[Portal]].]] | ||
{{KV|Damage pushes player|intn=DamageForce|bool|Being hit by this turret will push the player back.}} | {{KV|Damage pushes player|intn=DamageForce|bool|Being hit by this turret will push the player back.}} | ||
{{KV|Turret is Gagged|boolean|Turret will not speak any lines.|since=P2}} | {{KV|Turret is Gagged|intn=Gagged|boolean|Turret will not speak any lines.|since=P2}} | ||
{{KV|Used As Actor|boolean|Turret will not run the standard floor turret code so it can be used as an actor.|since=P2}} | {{KV|Used As Actor|intn=UsedAsActor|boolean|Turret will not run the standard floor turret code so it can be used as an actor.|since=P2}} | ||
{{KV|Turret can be picked up by player|boolean|Disables pickup by player.|since=P2}} | {{KV|Turret can be picked up by player|intn=PickupEnabled|boolean|Disables pickup by player.|since=P2}} | ||
{{KV|Disable Motion|boolean|Set for turrets that can't move in the world.|since=P2}} | {{KV|Disable Motion|intn=DisableMotion|boolean|Set for turrets that can't move in the world.|since=P2}} | ||
{{KV|Allow Shooting through portals|boolean|Turrets will not try to shoot through portals unless this is set.|since=P2}} | {{KV|Allow Shooting through portals|intn=AllowShootThroughPortals|boolean|Turrets will not try to shoot through portals unless this is set.|since=P2}} | ||
{{KV|Maximum Range|float|How far the turret will be able to see targets.|since=P2}} | {{KV|Maximum Range|intn=TurretRange|float|How far the turret will be able to see targets.|since=P2}} | ||
{{KV|Load Defective Models|boolean|Should this turret precache the defective models? Needed for late switching.|since=P2}} | {{KV|Load Defective Models|intn=LoadAlternativeModels|boolean|Should this turret precache the defective models? Needed for late switching.|since=P2}} | ||
{{KV|Use Super Damage|boolean|Setting this to true will scale the turret's damage by a very large amount.|since=P2}} | {{KV|Use Super Damage|intn=UseSuperDamageScale|boolean|Setting this to true will scale the turret's damage by a very large amount.|since=P2}} | ||
{{KV|Collision Type|choices|Allow collision with the player to be turned off for very special cases.|since=P2}} | {{KV|Collision Type|intn=CollisionType|choices|Allow collision with the player to be turned off for very special cases.|since=P2}} | ||
:* 0 : Normal | :* 0 : Normal | ||
:* 1 : Debris | :* 1 : Debris | ||
{{KV|SkinNumber|int|Set the skin set to use for the model. Only useful on the normal model, to choose a 'broken' skin.|nofgd=1|since=P2}} | {{KV|SkinNumber|int|Set the skin set to use for the model. Only useful on the normal model, to choose a 'broken' skin.|nofgd=1|since=P2}} | ||
{{KV|model|studio|Custom model to use. Must have Model value set to Unused. Defaults to "models/combine_turrets/floor_turret.mdl"|nofgd=1}} | {{KV|model|studio|Custom model to use. Must have Model value set to Unused. Defaults to "models/combine_turrets/floor_turret.mdl"|nofgd=1}} | ||
{{KV|Model|choices|Which model the turret uses. The skeleton turret is still functional.|since=P2}} | {{KV|Model|intn=ModelIndex|choices|Which model the turret uses. The skeleton turret is still functional.|since=P2}} | ||
:* 0 : Normal | :* 0 : Normal | ||
:* 1 : Unused (Custom - see above) | :* 1 : Unused (Custom - see above) | ||
Revision as of 06:28, 31 August 2024
npc_portal_turret_floor is a point entity available in
Portal series. It is a freestanding Aperture Science turret.
Keyvalues
Aperture Science floor turret as seen in Portal.
- Damage pushes player (DamageForce) <boolean>
- Being hit by this turret will push the player back.
- Used As Actor (UsedAsActor) <boolean> (in all games since
) - Turret will not run the standard floor turret code so it can be used as an actor.
- Turret can be picked up by player (PickupEnabled) <boolean> (in all games since
) - Disables pickup by player.
- Disable Motion (DisableMotion) <boolean> (in all games since
) - Set for turrets that can't move in the world.
- Allow Shooting through portals (AllowShootThroughPortals) <boolean> (in all games since
) - Turrets will not try to shoot through portals unless this is set.
- Maximum Range (TurretRange) <float> (in all games since
) - How far the turret will be able to see targets.
- Load Defective Models (LoadAlternativeModels) <boolean> (in all games since
) - Should this turret precache the defective models? Needed for late switching.
- Use Super Damage (UseSuperDamageScale) <boolean> (in all games since
) - Setting this to true will scale the turret's damage by a very large amount.
- Collision Type (CollisionType) <choices> (in all games since
) - Allow collision with the player to be turned off for very special cases.
- 0 : Normal
- 1 : Debris
- SkinNumber ([todo internal name (i)]) <integer> (in all games since
) !FGD - Set the skin set to use for the model. Only useful on the normal model, to choose a 'broken' skin.
- model ([todo internal name (i)]) <model path> !FGD
- Custom model to use. Must have Model value set to Unused. Defaults to "models/combine_turrets/floor_turret.mdl"
- Model (ModelIndex) <choices> (in all games since
) - Which model the turret uses. The skeleton turret is still functional.
- 0 : Normal
- 1 : Unused (Custom - see above)
- 2 : Box
- 3 : Backwards ("Load Defective Models" must be activated)
- 4 : Skeleton
- 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
also, the citizen version shoots at npc_security_cameras in at least Portal 2
Inputs
- FireBullet <targetname>
- Causes the turret to instantly fire at the specified entity.
- SelfDestructImmediately (in all games since
) - Cause the turret to explode immediately.
- SetAsBouncePainted (in all games since
) - Force this turret to be painted with bounce paint.
- Ignite !FGD
- Sets the turret on fire. The turret will act as if it was hit with a Laser, unless its Used As Actor keyvalue is enabled, then it'll just burn normally.
- 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
- npc_rocket_turret
- npc_turret_floor (HL2 equivalent)