Npc turret floor: Difference between revisions
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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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If placed in a squad, it might share enemies with its squad. | If placed in a squad, it might share enemies with its squad. | ||
* See also : [[npc_turret_ceiling]], [[npc_turret_ground]], [[npc_combine_camera]] | |||
{{npcnote}} | {{npcnote}} | ||
==Keyvalues== | ==Keyvalues== | ||
*{{kv | *; SkinNumber <integer> : Which skin to use for this turret. Set to 0 to select randomly. | ||
*{{kv targetname}} | |||
*{{kv angles}} | |||
==Flags== | ==Flags== | ||
* 32 : Autostart | * 32 : Autostart | ||
* 64 : Start Inactive | * 64 : Start Inactive | ||
* 128 : Fast Retire | * 128 : Fast Retire | ||
* {{ep1 add|256 : Out of Ammo}} | * {{ep1 add|256 : Out of Ammo}} | ||
* {{ep1 add|512 : Citizen modified (Friendly)}} | |||
* {{ep1 add| | |||
==Inputs== | ==Inputs== | ||
*{{i | *{{i targetname}} | ||
* | *; Toggle : Toggle - If open, close. If closed, open. | ||
* | |||
: | *; Enable : Enable the turret. | ||
*; Disable : Disable the turret. | |||
*; DepleteAmmo : Depletes all the ammo from a turret, causing it to dry-fire. | |||
*; RestoreAmmo : Restores ammo to a turret, allowing it to fire live rounds again. | |||
*; SelfDestruct : Causes the turret to warn and then explode. | |||
==Outputs== | ==Outputs== | ||
*{{o | *{{o targetname}} | ||
* | *; OnDeploy : Turret is becoming active and dangerous. | ||
: Turret is becoming active and dangerous. | |||
* | *; OnRetire : Turret is becoming inactive and harmless. | ||
: Turret is becoming inactive and harmless. | |||
* | *; OnTipped : Turret has been tipped over and is inactive. | ||
: Turret has been tipped over and is inactive. | |||
* | *; OnPhysGunPickup : Picked up with physgun. | ||
: Picked up with physgun | |||
* | *; OnPhysGunDrop : Released by physgun. | ||
: Released by physgun | |||
{{otherlang:en}} | {{otherlang:en}} |
Revision as of 03:09, 9 March 2008
Entity Description
A three-legged turret, equipped with a weaker variant of an AR2.
It is unstable and falls over easily, but cannot be destroyed. It scans a 90 degree area, and will lock on to a target and fire at said target until it is out of range or can't be seen.
If placed in a squad, it might share enemies with its squad.
- See also : npc_turret_ceiling, npc_turret_ground, npc_combine_camera

Keyvalues
- SkinNumber <integer>
- Which skin to use for this turret. Set to 0 to select randomly.
- Template:Kv targetname
- Template:Kv angles
Flags
- 32 : Autostart
- 64 : Start Inactive
- 128 : Fast Retire
- Template:Ep1 add
- Template:Ep1 add
Inputs
- Template:I targetname
- Toggle
- Toggle - If open, close. If closed, open.
- Enable
- Enable the turret.
- Disable
- Disable the turret.
- DepleteAmmo
- Depletes all the ammo from a turret, causing it to dry-fire.
- RestoreAmmo
- Restores ammo to a turret, allowing it to fire live rounds again.
- SelfDestruct
- Causes the turret to warn and then explode.
Outputs
- Template:O targetname
- OnDeploy
- Turret is becoming active and dangerous.
- OnRetire
- Turret is becoming inactive and harmless.
- OnTipped
- Turret has been tipped over and is inactive.
- OnPhysGunPickup
- Picked up with physgun.
- OnPhysGunDrop
- Released by physgun.