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monster_turret

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Half-Life Turret in Model Viewer

monster_turret is a point entity available in Half-Life Half-Life, Half-Life: Opposing Force Half-Life: Opposing Force, Half-Life: Blue Shift Half-Life: Blue Shift, and Team Fortress Classic Team Fortress Classic.

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 its 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.

In Team Fortress Classic Team Fortress Classic, the turret serves to discourage spawncamping attempts.

This entity is present in Half-Life: Source, but cannot be placed be placed in Hammer properly due to being missing from the FGD.

Keyvalues

Orientation (orientation) <integer choices>
Setting this KV to 1 rotates the model upside-down and gives it the EF_INVLIGHT effect flag (making it be lit based upon the ceiling's lightmap instead of the floor's).
  • 0 - Floor Mount
  • 1 - 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.

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Render FX (renderfx) <choices>
Render FX mode to use, for special effects.
Value Description
0 Normal
1 Slow Pulse
2 Fast Pulse
3 Slow Wide Pulse
4 Fast Wide Pulse
5 Slow Fade Away
6 Fast Fade Away
7 Slow Become Solid
8 Fast Become Solid
9 Slow Strobe
10 Fast Strobe
11 Faster Strobe
12 Slow Flicker
13 Fast Flicker
14 Constant Glow
15 Distort
16 Hologram (Distort + fade)
Render Mode (rendermode) <choices>
Render Mode to use.
Value Description
0 Normal
1 Color
2 Texture
3 Glow
4 Solid
5 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.


Pitch Yaw Roll (Y Z X) (angles) <angle>
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