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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m (Robot: fixing template case.) |
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* 64 : Start Inactive | * 64 : Start Inactive | ||
* 128 : Fast Retire | * 128 : Fast Retire | ||
* {{ | * {{EP1 add|256 : Out of Ammo}} | ||
* {{ | * {{EP1 add|512 : Citizen modified (Friendly)}} | ||
==Inputs== | ==Inputs== |
Revision as of 19:19, 19 January 2009
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
- 256 : Out of Ammo (in all games since
)
- 512 : Citizen modified (Friendly) (in all games since
)
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.