Npc portal turret floor: Difference between revisions
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Bug:The Enable/Disable inputs have no effect while the turret is knocked over. [todo tested in ?]
Bug:The DepleteAmmo/RestoreAmmo inputs have no effect on Portal turrets. [todo tested in ?]
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[[File:Turretsicon.png|thumb|right]] | [[File:Turretsicon.png|thumb|right]] | ||
{{portal series point|npc_portal_turret_floor}} It creates a freestanding Aperture Science turret | {{portal series point|npc_portal_turret_floor}} It creates a freestanding Aperture Science turret. | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 18:53, 8 June 2012
Template:Portal series point It creates a freestanding Aperture Science turret.
Keyvalues

Aperture Science floor turret as seen in Portal.
- Damage pushes player ([todo internal name (i)]) <boolean>
- Being hit by this turret will push the player back.
- Turret is Gagged ([todo internal name (i)]) <boolean> (in all games since
)
- Turret will not speak any lines.
- Used As Actor ([todo internal name (i)]) <boolean> (in all games since
)
- Turret will not run the standard floor turret code so it can be used as an actor.
- Turret can be picked up by player ([todo internal name (i)]) <boolean> (in all games since
)
- Disables pickup by player.
- Disable Motion ([todo internal name (i)]) <boolean> (in all games since
)
- Set for turrets that can't move in the world.
- Allow Shooting through portals ([todo internal name (i)]) <boolean> (in all games since
)
- Turrets will not try to shoot through portals unless this is set.
- Maximum Range ([todo internal name (i)]) <float> (in all games since
)
- How far the turret will be able to see targets.
- Load Defective Models ([todo internal name (i)]) <boolean> (in all games since
)
- Should this turret precache the defective models? Needed for late switching.
- Use Super Damage ([todo internal name (i)]) <boolean> (in all games since
)
- Setting this to true will scale the turret's damage by a very large amount.
- Collision Type ([todo internal name (i)]) <choices> (in all games since
)
- Allow collision with the player to be turned off for very special cases.
- 0 : Normal
- 1 : Debris
- model ([todo internal name (i)]) <model path> !FGD
- Custom model to use. Must have Model value set to Unused. Defaults to "models/combine_turrets/floor_turret.mdl"
- Model ([todo internal name (i)]) <choices> (in all games since
)
- Which model the turret uses. The skeleton turret is still functional.
- 0 : Normal
- 1 : Unused (Custom - see above)
- 2 : Box
- 3 : Backwards
- 4 : Skeleton
- 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
)
- This turret will be allied with the player and use a special skin
Inputs
- FireBullet <targetname >
- Causes the turret to instantly fire at the specified entity.
- SelfDestructImmediately (in all games since
)
- Cause the turret to explode immediately.
- SetAsBouncePainted (in all games since
)
- Force this turret to be painted with bounce paint.
- Enable
- Disable
- Toggle
- Active/deactivate the turret's mechanisms.

- DepleteAmmo
- RestoreAmmo
- Depletes ammo from a turret, causing it to dry-fire, or restores ammo. Turrets never run out on their own.

- SelfDestruct (in all games since
)
- 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
- npc_rocket_turret
- npc_turret_floor (HL2 equivalent)