Npc turret floor: Difference between revisions

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(the "Citizen modified (Friendly)" flag doesn't seem to work in plain HL2 (ep1 only?) added reference to ai_relationship)
(cleanup)
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{{wrongtitle|title=npc_turret_floor}}
{{otherlang2|ru=npc_turret_floor:ru}}
==Entity Description==
[[Image:combine_turret_floor.jpg|frame|right|Floor Turret]]


A three-legged turret, equipped with a weaker variant of an [[weapon_ar2|AR2]]. {{immobile npc}}
[[Image:combine_turret_floor.jpg|150px|right|Floor Turret]]


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.  
{{hl2 point|npc_turret_floor}} It is a three-legged Combine turret, equipped with a weak [[weapon_ar2|AR2]]. {{wrongtitle|title=npc_turret_floor}} __NOTOC__


If placed in a squad, it might share enemies with its squad.
It is unstable and falls over easily, but cannot be destroyed. It scans a 90 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.  


Use [[ai_relationship]] to make turrets friendly to players.
{{todo|If placed in a squad, does it share enemies?}}


* See also : [[npc_turret_ceiling]], [[npc_turret_ground]], [[npc_combine_camera]]
{{NPCNote}}
 
== See also ==


{{NPCNote}}
* [[npc_turret_ceiling]]
* [[npc_turret_ground]]
* [[npc_combine_camera]]


==Keyvalues==
==Keyvalues==
*; SkinNumber <integer> : Which skin to use for this turret. Set to 0 to select randomly.
 
*{{KV Targetname}}
{{KV npc_turret_floor}}
*{{KV Angles}}


==Flags==
==Flags==


* 32 : Autostart
{{Fl npc_turret_floor}}
* 64 : Start Inactive
* 128 : Fast Retire
* {{EP1 add|256 : Out of Ammo}}
* {{EP1 add|512 : Citizen modified (Friendly)}}


==Inputs==
==Inputs==
*{{I Targetname}}
*; Toggle : Toggle - If open, close. If closed, open.


*; Enable : Enable the turret.
{{I npc_turret_floor}}
 
*; 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 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.


{{otherlang:en}}
{{O npc_turret_floor}}
{{otherlang:en:ru|Npc_turret_floor:ru}}


[[Category:Entities]][[Category:NPCs]]
[[Category:Entities]][[Category:NPCs]]

Revision as of 10:05, 21 July 2009

Template:Otherlang2

Floor Turret

Template:Hl2 point It is a three-legged Combine turret, equipped with a weak AR2. Template:Wrongtitle

It is unstable and falls over easily, but cannot be destroyed. It scans a 90 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.

Todo: If placed in a squad, does it share enemies?
Note.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

See also

Keyvalues

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 Source 2007)
This turret will be allied with the player and use a special skin


Inputs

Enable
Disable
Toggle
Active/deactivate the turret's mechanisms.
Icon-Bug.pngBug:The Enable/Disable inputs have no effect while the turret is knocked over.  [todo tested in ?]
DepleteAmmo
RestoreAmmo
Depletes ammo from a turret, causing it to dry-fire, or restores ammo. Turrets never run out on their own.
Icon-Bug.pngBug:The DepleteAmmo/RestoreAmmo inputs have no effect on Portal turrets.  [todo tested in ?]
SelfDestruct  (in all games since Half-Life 2: Episode Two)
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.