npc_portal_turret_floor

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Aperture Science floor turret

Portal Portal 2 npc_portal_turret_floor is a point entity available in the Portal series.

"There you are" ~ Turret

Entity description

This Entity creates a freestanding Aperture Science turret.

Keyvalues

Damage pushes player <boolean>
Being hit by this turret will push the player back.
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.
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

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