Npc turret ceiling: Difference between revisions

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A Combine turret attached to the ceiling. {{immobile npc}}
A Combine turret attached to the ceiling. {{immobile npc}}


Rarely used in [[Half-Life 2]] (if at all), in favor of its cousin [[npc_combine_camera]].
Rarely used in [[Half-Life 2]] (if at all), in favor of its cousin [[npc_combine_camera]]. See also its siblings: [[npc_turret_ground]] and [[npc_turret_floor]].


{{Warning|This turret is really strong, and when it dies, the sound stays.''}}
{{Warning|This turret is really strong, and when it dies, the sound stays.''}}
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==Keyvalues==
==Keyvalues==
*{{kv basenpc}}
*{{kv targetname}}
*{{kv angles}}
*{{kv studiomodel}}


==Flags==
==Flags==
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==Inputs==
==Inputs==
*{{i basenpc}}
*{{i targetname}}
*{{i alyxinteractable}}
*{{i studiomodel}}


==Outputs==
==Outputs==
*{{o basenpc}}
*{{o targetname}}
*{{o studiomodel}}
* '''OnDeploy'''
* '''OnDeploy'''
: Turret is becoming active and dangerous.
: Turret is becoming active and dangerous.
* '''OnRetire'''
* '''OnRetire'''
: Turret is becoming inactive and harmless.
: Turret is becoming inactive and harmless.
*{{o alyxinteractable}}


==See Also==
 
* [[npc_turret_ground]]
* [[npc_turret_floor]]
* [[npc_combine_camera]]





Revision as of 03:55, 9 March 2008

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Entity Description

Ceiling Turret

A Combine turret attached to the ceiling.

Rarely used in Half-Life 2 (if at all), in favor of its cousin npc_combine_camera. See also its siblings: npc_turret_ground and npc_turret_floor.

Warning.pngWarning:This turret is really strong, and when it dies, the sound stays.
Note.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

Keyvalues

Flags

  • 1 : Wait Till Seen
  • 2 : Gag
No IDLE sounds until angry
  • 4 : Fall to ground
Unchecked means *teleport* to ground
  • 8 : Drop Healthkit
  • 16 : Efficient - Don't acquire enemies or avoid obstacles
  • 32 : Autostart
  • 64 : Start Inactive
  • 128 : Fast Retire
  • Template:Ep1 add
  • 512 : Fade Corpse
  • 1024 : Think outside PVS
  • 2048 : Template NPC
Will not spawn, used by npc_template_maker but not point_template
  • 4096 : Do Alternate collision for this NPC (player avoidance)
  • 8192 : Don't drop weapons
  • Template:Ep1 add
Don't give way to player

Inputs

Skin <integerRedirectInput/integer>
Changes the model's skin to the specified number.
SetBodyGroup <integerRedirectInput/integer>
Set the model's body group.
AlternativeSorting <booleanRedirectInput/boolean>
Uses an alternative method for telling which objects are in front of others. Use if this object draws incorrectly when seen through transparent things.
SetModelScale <stringRedirectInput/string> (in all games since Alien Swarm) (also in Source 2013)
Sets the model scale. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
Warning.pngWarning:Negative or extremely high values can cause crashes!

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (in all games since Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.

Reflection:

DisableDrawInFastReflection  (in all games since Portal 2)
Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
EnableDrawInFastReflection  (in all games since Portal 2)
Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
ToggleDraw:
DisableDraw  (in all games since Portal 2)
Add the EF_NODRAW flag to this entity. Some entities manage this on their own so be aware you can override that value.
EnableDraw  (in all games since Portal 2)
Remove the EF_NODRAW flag from this entity. Some entities manage this on their own so be aware you can override that value.

Outputs

OnIgnite
Fired when this object catches fire.
  • OnDeploy
Turret is becoming active and dangerous.
  • OnRetire
Turret is becoming inactive and harmless.



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