Difference between revisions of "Npc portal turret floor"
(→Keyvalues) |
(→Inputs: Added non-FGD Ignite keyvalue.) |
||
Line 40: | Line 40: | ||
{{IO|SelfDestructImmediately|Cause the turret to explode immediately.|since=P2}} | {{IO|SelfDestructImmediately|Cause the turret to explode immediately.|since=P2}} | ||
{{IO|SetAsBouncePainted|Force this turret to be painted with bounce paint.|since=P2}} | {{IO|SetAsBouncePainted|Force this turret to be painted with bounce paint.|since=P2}} | ||
+ | {{IO|Ignite|Sets the turret on fire. The turret will act as if it was hit with a [[env_portal_laser|Laser]], unless its Used As Actor keyvalue is enabled, then it'll just burn normally.|nofgd=1}} | ||
{{I npc_turret_floor}} | {{I npc_turret_floor}} | ||
Latest revision as of 10:24, 28 February 2021
npc_portal_turret_floor
is a point entity available in the Portal series. It is a freestanding Aperture Science turret.
Contents
Keyvalues

Aperture Science floor turret as seen in Portal.
- Damage pushes player
(DamageForce)
<boolean>
- Being hit by this turret will push the player back.
- Turret is Gagged
<boolean>
(in all games since)
- Turret will not speak any lines.
- Used As Actor
<boolean>
(in all games since)
- Turret will not run the standard floor turret code so it can be used as an actor.
- Turret can be picked up by player
<boolean>
(in all games since)
- Disables pickup by player.
- Disable Motion
<boolean>
(in all games since)
- Set for turrets that can't move in the world.
- Allow Shooting through portals
<boolean>
(in all games since)
- Turrets will not try to shoot through portals unless this is set.
- Maximum Range
<float>
(in all games since)
- How far the turret will be able to see targets.
- Load Defective Models
<boolean>
(in all games since)
- Should this turret precache the defective models? Needed for late switching.
- Use Super Damage
<boolean>
(in all games since)
- Setting this to true will scale the turret's damage by a very large amount.
- Collision Type
<choices>
(in all games since)
- Allow collision with the player to be turned off for very special cases.
- 0 : Normal
- 1 : Debris
- SkinNumber
<integer>
(in all games since) !FGD
- Set the skin set to use for the model. Only useful on the normal model, to choose a 'broken' skin.
- model
<model path>
!FGD - Custom model to use. Must have Model value set to Unused. Defaults to "models/combine_turrets/floor_turret.mdl"
- Model
<choices>
(in all games since)
- Which model the turret uses. The skeleton turret is still functional.
- 0 : Normal
- 1 : Unused (Custom - see above)
- 2 : Box
- 3 : Backwards ("Load Defective Models" must be activated)
- 4 : Skeleton
- Skin Number
<int>
- Which skin to use for this turret. Set to 0 to select randomly.
Angles:
- 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.
Targetname:
- Name
(targetname)
<string>
- The targetname that other entities refer to this entity by.
- Entity Scripts
(vscripts)
<scriptlist>
(in all games since)
- Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Script think function
(thinkfunction)
<string>
(in all games since)
- Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note: Try to avoid expensive operations in this function, as it may cause performance problems.
Flags
Inputs
FireBullet
<targetname>
- Causes the turret to instantly fire at the specified entity.
EnableGagging
<string>
(in all games since)
- Prevents the turret to speak.
DisableGagging
<string>
(in all games since)
- Allows the turret to speak again.
EnablePickup
<string>
(in all games since)
- Enables player pickup of the turret.
DisablePickup
<string>
(in all games since)
- Disables player pickup of the turret.
SelfDestructImmediately
(in all games since)
- Cause the turret to explode immediately.
SetAsBouncePainted
(in all games since)
- Force this turret to be painted with bounce paint.
Ignite
!FGD- Sets the turret on fire. The turret will act as if it was hit with a Laser, unless its Used As Actor keyvalue is enabled, then it'll just burn normally.
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.

Targetname:
Kill
- Removes this entity from the world.
KillHierarchy
- Removes this entity and its children from the world.
Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than
Kill
. AddOutput
<string>
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format:<key> <value>
I/O Format:<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1
toFireUser4
- Fire the
OnUser
outputs; see User Inputs and Outputs. Use
!FGD- Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile
<script>
(in all games since)
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string>
(in all games since)
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In
, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction
<string>
(in all games since) !FGD
- Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin
<coordinates>
(in all games since) !FGD
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles
<angles>
(in all games since) !FGD
- Set this entity's angles.
Outputs
OnPainted
(in all games since)
- Fires when the turret is painted using Gels.
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.
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs. OnKilled
(only in)
- This output fires when the entity is killed and removed from the game.
See Also
- npc_rocket_turret
- npc_turret_floor (HL2 equivalent)