Monster turret (GoldSrc): Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
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]]
{{Hl1 series point|monster_turret}}
{{This is a|name=monster_turret|e0|engine=1|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift}}
__TOC__


==Entity description==
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

Half-Life Turret in Model Viewer

monster_turret is an e0 available in Half-Life Half-Life, Half-Life: Opposing Force Half-Life: Opposing Force, and Half-Life: Blue Shift Half-Life: Blue Shift.Template:1 topicon

Warning.pngWarning:
  • 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
  1. Normal
  2. Color
  3. Texture
  4. Glow
  5. Solid
  6. 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
  1. Normal
  2. Slow Pulse
  3. Fast Pulse
  4. Slow Wide Pulse
  5. Fast Wide Pulse
  6. Slow Fade Away
  7. Fast Fade Away
  8. Slow Become Solid
  9. Fast Become Solid
  10. Slow Strobe
  11. Fast Strobe
  12. Faster Strobe
  13. Slow Flicker
  14. Fast Flicker
  15. Constant Glow
  16. Distort
  17. 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