Difference between revisions of "Npc portal turret floor"

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{{KV|model|studio|Custom model to use. Must have Model value set to Unused. Defaults to "models/combine_turrets/floor_turret.mdl"|nofgd=1}}
 
{{KV|Model|choices|Which model the turret uses. The skeleton turret is still functional.|since=P2}}
 
{{KV|Model|choices|Which model the turret uses. The skeleton turret is still functional.|since=P2}}
 
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:* 0 : Normal
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:* 1 : Unused (Custom - see above)
 
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:* 2 : Box
 
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:* 3 : Backwards

Revision as of 13:36, 10 September 2011

Turretsicon.png

Portal Portal 2 npc_portal_turret_floor is a point entity available in the Portal series. It creates a freestanding Aperture Science turret. Turrets may not be vital to your success.

Keyvalues

Aperture Science floor turret as seen in Portal.
Damage pushes player <boolean>
Being hit by this turret will push the player back.
Turret is Gagged <boolean> (in all games since Portal 2)
Turret will not speak any lines.
Used As Actor <boolean> (in all games since Portal 2)
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 Portal 2)
Disables pickup by player.
Disable Motion <boolean> (in all games since Portal 2)
Set for turrets that can't move in the world.
Allow Shooting through portals <boolean> (in all games since Portal 2)
Turrets will not try to shoot through portals unless this is set.
Maximum Range <float> (in all games since Portal 2)
How far the turret will be able to see targets.
Load Defective Models <boolean> (in all games since Portal 2)
Should this turret precache the defective models? Needed for late switching.
Use Super Damage <boolean> (in all games since Portal 2)
Setting this to true will scale the turret's damage by a very large amount.
Collision Type <choices> (in all games since Portal 2)
Allow collision with the player to be turned off for very special cases.
  • 0 : Normal
  • 1 : Debris
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 Portal 2)
Which model the turret uses. The skeleton turret is still functional.
  • 0 : Normal
  • 1 : Unused (Custom - see above)
  • 2 : Box
  • 3 : Backwards
  • 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 Left 4 Dead 2)
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 Left 4 Dead 2)
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.png Note: Try to avoid expensive operations in this function, as it may cause performance problems.

Flags

  • Autostart
  • Start Inactive
  • Fast Retire
  • Out of Ammo

Citizen modified (Friendly) (in all games since Half-Life 2: Episode TwoHalf-Life 2: Episode Two)

Inputs

FireBullet <targetname>
Causes the turret to instantly fire at the specified entity.
EnableGagging <string> (in all games since Portal 2)
Prevents the turret to speak.
DisableGagging <string> (in all games since Portal 2)
Allows the turret to speak again.
EnablePickup <string> (in all games since Portal 2)
Enables player pickup of the turrent.
DisablePickup <string> (in all games since Portal 2)
Disables player pickup of the turret.
SelfDestructImmediately  (in all games since Portal 2)
Cause the turret to explode immediately.
SetAsBouncePainted  (in all games since Portal 2)
Force this turret to be painted with bounce paint.
Enable
Disable
Toggle
Active/deactivate the turret's mechanisms.
Bug.png Bug: The Enable/Disable inputs have no effect while the turret is knocked over.
DepleteAmmo
RestoreAmmo
Depletes ammo from a turret, causing it to dry-fire, or restores ammo. Turrets never run out on their own.
Bug.png Bug: The DepleteAmmo/RestoreAmmo inputs have no effect on Portal turrets.
SelfDestruct  (in all games since Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
Emit a warning then self-destruct in a small explosion.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note.png 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 to FireUser4
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 Left 4 Dead 2)
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 Left 4 Dead 2)
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.png Bug: In Left 4 Dead 2, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png 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 Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !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 Alien Swarm) !FGD
Set this entity's angles.

Outputs

OnPainted  (in all games since Portal 2)
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 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in Left 4 Dead Left 4 Dead 2)
This output fires when the entity is killed and removed from the game.

See Also