Npc rocket turret: Difference between revisions
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Note:In Portal 2, this entity will not aim or fire unless sent a SetTarget input while it is turned off. Its target will also need to be reset every time it is turned off.
Note:In Portal 2, this entity can not fire rockets correctly, the rockets will spawn stuck inside the npc. You will have to include a trigger_push entity in your map to dislodge them.
m (That's a bug and not just any old notice) |
(Added new keyvalues from more recent update) |
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[[File:Rocket_turret.jpg|thumb|right|150px|Aperture Science Rocket Turret]] | [[File:Rocket_turret.jpg|thumb|right|150px|Aperture Science Rocket Turret]] | ||
{{portal series point|npc_rocket_turret}} | {{portal series point|npc_rocket_turret}} It spawns an Aperture Science Rocket Turret. | ||
It spawns an Aperture Science Rocket Turret. | |||
{{note|In Portal 2, this entity will not aim or fire unless sent a SetTarget input while it is turned off. Its target will also need to be reset every time it is turned off.}} | {{note|In Portal 2, this entity will not aim or fire unless sent a SetTarget input while it is turned off. Its target will also need to be reset every time it is turned off.}} | ||
{{ | {{note|In Portal 2, this entity can not fire rockets correctly, the rockets will spawn stuck inside the npc. You will have to include a trigger_push entity in your map to dislodge them.}} | ||
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{{KV|Rocket Speed|float|Speed the rocket will travel at.|since=P2}} | {{KV|Rocket Speed|float|Speed the rocket will travel at.|since=P2}} | ||
{{KV|Rocket Lifetime|float|The rocket will automatically detonate after this number of seconds.|since=P2}} | {{KV|Rocket Lifetime|float|The rocket will automatically detonate after this number of seconds.|since=P2}} | ||
{{KV|Tripwire Mode|boolean|Makes this sentry aim in a fixed direction and not follow the player. Still fires rockets when beam is crossed. (Seemingly similar to [[prop_rocket_tripwire]])|since=P2}} | |||
{{KV|Tripwire Aim Target|targetname|(tripwire mode only) An info target this sentry will aim it's beam at. If not specified, will aim down world angles.|since=P2}} | |||
{{KV Parentname}} | {{KV Parentname}} | ||
{{KV Targetname}} | {{KV Targetname}} |
Revision as of 17:45, 31 March 2013
Template:Portal series point It spawns an Aperture Science Rocket Turret.


Keyvalues
- Rocket Speed ([todo internal name (i)]) <float> (in all games since
)
- Speed the rocket will travel at.
- Rocket Lifetime ([todo internal name (i)]) <float> (in all games since
)
- The rocket will automatically detonate after this number of seconds.
- Tripwire Mode ([todo internal name (i)]) <boolean> (in all games since
)
- Makes this sentry aim in a fixed direction and not follow the player. Still fires rockets when beam is crossed. (Seemingly similar to prop_rocket_tripwire)
- Tripwire Aim Target ([todo internal name (i)]) <targetname> (in all games since
)
- (tripwire mode only) An info target this sentry will aim it's beam at. If not specified, will aim down world angles.
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- 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.
Inputs
- SetTarget <string >
- Sets the target for this turret to attack.
- Destroy
- Sets this turret to it's destroyed state.
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string >
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <string >
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
Toggle:
- Toggle
- Toggle the enabled/disabled status of this entity.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
- OnFoundTarget
- Fired when the rocket turret finds an unobstructed target.
- OnLostTarget
- Fired when turret's target is blocked.
- OnDeath
- Fired after this turret finishes its destroy think and begins its death think