Monster turret (GoldSrc): Difference between revisions
Jump to navigation
Jump to search
Warning:
No edit summary |
No edit summary |
||
| Line 1: | Line 1: | ||
[[Image:Monster_turret.JPG|thumb|right|250px|Half-Life Turret in Model Viewer]] | [[Image:Monster_turret.JPG|thumb|right|250px|Half-Life Turret in Model Viewer]] | ||
{{ | {{This is a|name=monster_turret|e0|engine=1|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift}} | ||
A retractable automatic turret which shoots any human or alien target on sight when activated. First seen in the final map of the Hazard Course, and in [[Office Complex]]. The turret is immune to all incoming damage because of its armored exterior, but it's interior is vulnerable. | A retractable automatic turret which shoots any human or alien target on sight when activated. First seen in the final map of the Hazard Course, and in [[Office Complex]]. The turret is immune to all incoming damage because of its armored exterior, but it's interior is vulnerable. | ||
Revision as of 00:34, 9 September 2023
monster_turret is an e0 available in
Half-Life,
Half-Life: Opposing Force, and
Half-Life: Blue Shift.Template:1 topicon
- The
{{{engine}}}parameter is inconsistent with the name defined by the {{1}} template.
If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.
A retractable automatic turret which shoots any human or alien target on sight when activated. First seen in the final map of the Hazard Course, and in Office Complex. The turret is immune to all incoming damage because of its armored exterior, but it's interior is vulnerable.
In most encounters from the Half-Life campaign, the turrets are seen hanging from the ceiling, but they can also be on the floor by changing the "orientation" keyvalue.
Keyvalues
- Orientation
<choices> - Changes the model biased on its orientation:
- Floor Mount
- Ceiling Mount
Todo: Need to get images of the turret on the ceiling and on the floor...
Monster:
- TriggerTarget (TriggerTarget) <targetname>
- Name of entity to target when the trigger conditions are met.
- Trigger Condition (TriggerCondition) <choices>
- Condition to use for TriggerTarget
- 0 : "No Trigger"
- 1 : "See Player, Mad at Player"
- 2 : "Take Damage"
- 3 : "50% Health Remaining"
- 4 : "Death"
- 7 : "Hear World"
- 8 : "Hear Player"
- 9 : "Hear Combat"
- 10: "See Player Unconditional"
- 11: "See Player, Not In Combat"
Target:
- Target (target) <targetname>
- The targetname of the first path_corner in a path this monster will move to when spawned.
- Name (targetname) <string>
- The targetname that other entities refer to this entity by, usually via the target, killtarget, and TriggerTarget KVs.
- Render Mode (rendermode) <choices>
- Render Mode to use.
Render modes - Normal
- Color
- Texture
- Glow
- Solid
- Additive
- Render Amount (0-255) (renderamt) <integer>
- Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
- Render Color (R G B) (rendercolor) <color255>
- Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.
- Render FX (renderfx) <choices>
- Render FX mode to use, for special effects.
Render effects - Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Constant Glow
- Distort
- Hologram (Distort + fade)
- 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
- 1 : Wait Till Seen
- 2 : Gag
- 4 : Monster Clip
- 16 : Prisoner
- 32: Autostart
- 128 : Wait For Script
- 256 : Pre-Disaster
- 512 : Fade Corpse