Npc rocket turret: Difference between revisions
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Note:In multiplayer, rocket turrets will not target anyone by default (immediately seizing up when turned on). The target must be set manually with SetTarget inputs.
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[[File:1400 RocketSentry.jpg|thumb|right|150px|Turret is firing]] | [[File:1400 RocketSentry.jpg|thumb|right|150px|Turret is firing]] | ||
{{ | {{this is a|name=npc_rocket_turret|series=Portal|e0}} It is an Aperture Science Rocket Turret, which will track a single entity and fire rockets at it. In Portal 1 the target defaults to the SP player, but it can be overridden with SetTarget inputs. | ||
{{ModernBug|If a rocket turret's target stops existing for any reason, it will seize up and not respond to SetTarget inputs until cycled off and back on. In standard usage (having the turret aim at a single player) this is rarely an issue, but it is something to be aware of when using rockets in multiplayer games or with NPC targets; players still exist while dead, so player deaths will not freeze the turret, but NPC deaths and players disconnecting will.}} | {{ModernBug|If a rocket turret's target stops existing for any reason, it will seize up and not respond to SetTarget inputs until cycled off and back on. In standard usage (having the turret aim at a single player) this is rarely an issue, but it is something to be aware of when using rockets in multiplayer games or with NPC targets; players still exist while dead, so player deaths will not freeze the turret, but NPC deaths and players disconnecting will.}} | ||
{{note|In multiplayer, rocket turrets will not target anyone by default (immediately seizing up when turned on). The target must be set manually with SetTarget inputs.}} | {{note|In multiplayer, rocket turrets will not target anyone by default (immediately seizing up when turned on). The target must be set manually with SetTarget inputs.}} |
Revision as of 12:15, 4 January 2024
npc_rocket_turret
is an e0 available in Portal series. It is an Aperture Science Rocket Turret, which will track a single entity and fire rockets at it. In Portal 1 the target defaults to the SP player, but it can be overridden with SetTarget inputs.
Template:ModernBug

Keyvalues
- Rocket Speed ([todo internal name (i)]) <float> (in all games since
)
- Speed the rocket will travel at.
Bug:Doesn't work, as stated above. [todo tested in ?]
- 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 target entity. When any entity crosses the beam (regardless of if they are the target), a rocket is fired instantly with no lock-on time. (Similar to prop_rocket_tripwire, but allows aiming in any direction)
- Tripwire Aim Target ([todo internal name (i)]) <targetname> (in all games since
)
- In tripwire mode, the entity to aim at. If not specified, will aim down world angles.
Flags
- Disabled : [1]
Inputs
- SetTarget <string >
- Sets the target for the rocket turret to attack.
- Destroy
- Sets the rocket turret to its destroyed state, freezing it in place and emitting sparks.
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