Npc turret floor: Difference between revisions
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Placement Tip: If used in combat situations, this npc can add variety to a firefight and upgrade an enemy force's fire power
Bug:With source 2006 can be such situations with you moving npc using scripted sequence and you place turret enough close to this sequence, this can cause npc to nodes teleporting bug, for example with npc_alyx, just remove it near your npc pathway or change a location of your scene. [todo tested in ?]
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
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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{{Placement Tip| If used in combat situations, this npc can add variety to a firefight and upgrade an enemy force's fire power}} | {{Placement Tip| If used in combat situations, this npc can add variety to a firefight and upgrade an enemy force's fire power}} | ||
{{Bug|With source 2006 can be such situations with you moving npc using scripted sequence and you place turret enough close to this sequence, this can cause npc to nodes teleporting bug, for example with [[npc_alyx]], just remove it near your npc pathway or change a location of your scene.}} | |||
{{NPCNote}} | {{NPCNote}} |
Revision as of 02:32, 4 March 2020
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.



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
)
- This turret will be allied with the player and use a special skin
Inputs
- 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.