Npc turret floor: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
m (Cleanup and corrections)
Line 5: Line 5:
{{hl2 point|npc_turret_floor}}
{{hl2 point|npc_turret_floor}}


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.
It is unstable and falls over easily, but cannot be destroyed. It scans a 120 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 [[npc_portal_turret_floor|floor turret from Portal]]). However, unlike the Portal turret, it will switch on again after being placed upright.
When knocked over, the turret will fire randomly for a few seconds then disable (much like the [[npc_portal_turret_floor|floor turret from Portal]]). However, unlike the Portal turret, it will switch on again after being placed upright.


{{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 when you move some 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 08:03, 21 April 2022

Template:Otherlang2

Floor Turret


Template:Hl2 point

It is unstable and falls over easily, but cannot be destroyed. It scans a 120 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.

PlacementTip.gifPlacement Tip: If used in combat situations, this npc can add variety to a firefight and upgrade an enemy force's fire power
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