npc_turret_floor
		
		
		
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| CNPC_FloorTurret 
 {{:Category:CD CNPCBaseInteractive<CAI_BaseNPC> |:}}  | 
[[Category:CD CNPCBaseInteractive<CAI_BaseNPC> |Npc turret floor]]
npc_turret_floor  is a   point entity  available in 
 Half-Life 2, 
 Half-Life 2: Episode One, 
 Half-Life 2: Episode Two, and 
 Half-Life 2: Deathmatch.
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.
Playtips
- The player can pick up the turrets with +use key or with the Gravity Gun. While active, the turret will be hostile to zombies and npc_headcrab. When held pointing away from player, will alert and take aim at enemies.
 
- Turrets can be carried through doorways and sometimes through level changes.
 
Keyvalues
- Model (model) <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.
 
See also
Categories: 
- Point entities
 - Non-internal Half-Life 2 entities
 - Half-Life 2 entities
 - Half-Life 2 point entities
 - Non-internal Half-Life 2: Episode One entities
 - Half-Life 2: Episode One entities
 - Half-Life 2: Episode One point entities
 - Non-internal Half-Life 2: Episode Two entities
 - Half-Life 2: Episode Two entities
 - Half-Life 2: Episode Two point entities
 - Non-internal Half-Life 2: Deathmatch entities
 - Half-Life 2: Deathmatch entities
 - Half-Life 2: Deathmatch point entities
 - NPC entities
 - Pages with uncategorized bugs
 - Half-Life 2 NPCs