npc_hover_turret
		
		
		
		Jump to navigation
		Jump to search
		
npc_hover_turret  is a   point entity  available in  Portal 2. It is a turret variant cut from Portal 2 which would have hung from the ceiling and fired a laser at the player. It remains in the final game, but is somewhat buggy.
 Portal 2. It is a turret variant cut from Portal 2 which would have hung from the ceiling and fired a laser at the player. It remains in the final game, but is somewhat buggy.
It is hardcoded to use the model models/npcs/hover_turret.mdl, which is missing in the final game. According to early screenshots, it originally used a model based on prop_glados_core from the first game. Attempts have been made to restore this model, but currently have issues, such as the turret not being able to aim vertically.
 Bug:The hover turret will attempt to fire at the player through portals, but is unable to actually do so.
Bug:The hover turret will attempt to fire at the player through portals, but is unable to actually do so. Bug:The hover turret's tether snaps easily, and may do so randomly at the start of the map.
Bug:The hover turret's tether snaps easily, and may do so randomly at the start of the map. Workaround:Increasing the cvar Workaround:Increasing the cvar- hover_turret_break_distmakes this less likely to happen, but also makes it harder for the player to deliberately pull the turret off the tether.
 Bug:Crashes the game when picked up in Co-op.
Bug:Crashes the game when picked up in Co-op. Bug:The game may crash if a hover turret is firing upon a tethered hover turret.
Bug:The game may crash if a hover turret is firing upon a tethered hover turret.
FGD Code
@PointClass base(BaseNPC)
	studioprop("models/npcs/hover_turret.mdl")
	line(255 255 255, targetname, attachtarget)
= npc_hover_turret: "The cut Hover Turret, which hangs from the ceiling and fires a laser at the player. Missing its model by default, and somewhat buggy."
[
	canPushPlayer(boolean) : "Laser Pushes Player" : 0 : "Should the hover turret's laser deal knockback? Usually only works while the player is in the air."
	sentryRotateSpeed(float) : "Idle Rotation Speed" : "10" : "While idle, the hover turret will rotate at this speed."
	attachTarget(target_destination) : "Tether Attach Target" : : "An entity (usually info_target) which the hover turret should hang from."
]
Keyvalues
- Laser Pushes Player (canPushPlayer) <boolean>
- Should the hover turret's laser deal knockback? Usually only works while the player is in the air.
- Idle Rotation Speed (sentryRotateSpeed) <float>
- While idle, the hover turret will rotate at this speed.
- Tether Attach Target (attachTarget) <targetname>
- An entity (usually info_target) which the hover turret should hang from.
| CBaseCombatCharacter: 
 
 CAI_BaseNPC: 
 
 
 
 
 
 
 
 
 DamageFilter: 
 | 
Inputs
BaseNPC inputs 
CAI_BaseNPC:
- ActivateSpeedModifier !FGD
- DisableSpeedModifier !FGD
- Break
- Smash into pieces. If this is not possible, disappear.
- BecomeRagdoll   (in all games since  ) )
- Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. outputs will NOT be fired.
- ForceInteractionWithNPC  <string> <string>   (in all games since  ) )
- Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
- ForgetEntity <targetname>
- Clears out the NPC's knowledge of a named entity.
- UpdateEnemyMemory   (in all games since  ) )
- Update (or create) this NPC's memory of of the given entity.
- GagEnable
- GagDisable
- Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.
- HolsterWeapon   (in all games since  ) )
- UnholsterWeapon   (in all games since  ) )
- Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
- HolsterAndDestroyWeapon   (in all games since  ) )
- Same as HolsterWeapon, except the weapon is destroyed once it has been concealed.
- IgnoreDangerSounds <float>
- Ignore danger sounds for the specified number of seconds.
- InsideTransition !FGD
- OutsideTransition !FGD
- SetBodyGroup <integer>
- HACK: Sets this NPC's body group (from 0–n).
- SetEnemyFilter <string>
- SetHealth <integer>
- Set the NPC's health.
- SetMaxLookDistance  <float> (only in  ) )
- Sets the maximum look distance for the NPC. Defaults are 2048 and 6000 for long range NPCs.
- SetRelationship <string|targetname or classname> <string|disposition> <int|rank>
- Changes whether this NPC likes or dislikes certain others. Used like the ai_relationship entity, with this NPC as the subject.
- Values for dispositionare:- D_HT: Hate
- D_FR: Fear
- D_LI: Like
- D_NU: Neutral
 
- SetSquad <string>
- Change the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
- StartScripting
- StopScripting
- Enter/exit scripting state, where NPCs ignore a variety of stimulus that would make them break out of their scripts. They ignore danger sounds, ignore +Use, don't idle speak or respond to other NPCs' idle speech, and so on.
- Wake
- Wakes up the NPC if it is sleeping.
CBaseCombatCharacter:
- KilledNPC !FGD
- Tells the entity it killed something. Despite the name, this can include a player. This input will be automatically sent by the victim when they die.
- physdamagescale <float>
- Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.
DamageFilter:
Outputs
| 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 | 

