Npc turret floor: Difference between revisions

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==Keyvalues==
==Keyvalues==


{{KV|model|studio|Overrides the normal Combine Floor Turret model|nofgd=1}}
{{KV npc_turret_floor}}
{{KV npc_turret_floor}}



Revision as of 13:34, 10 September 2011

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.

When knocked over, the turret will fire randomly for a few seconds then disable (much like the floor turret from Portal). However, unlike the Portal turret, it will switch on again after being placed upright.

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.

Keyvalues

model ([todo internal name (i)]) <model path> !FGD
Overrides the normal Combine Floor Turret model
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.


See also