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

Entity description

It creates a freestanding Aperture Science turret.


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> (New with Portal 2)
Turret will not speak any lines.
Used As Actor <boolean> (New with 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> (New with Portal 2)
Disables pickup by player.
Disable Motion <boolean> (New with Portal 2)
Set for turrets that can't move in the world.
Allow Shooting through portals <boolean> (New with Portal 2)
Turrets will not try to shoot through portals unless this is set.
Maximum Range <float> (New with Portal 2)
How far the turret will be able to see targets.
Load Defective Models <boolean> (New with Portal 2)
Should this turret precache the defective models? Needed for late switching.
Use Super Damage <boolean> (New with Portal 2)
Setting this to true will scale the turret's damage by a very large amount.
Collision Type <choices> (New with Portal 2)
Allow collision with the player to be turned off for very special cases.
  • 0 : Normal
  • 1 : Debris
SkinNumber <integer> (New with Portal 2) !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> (New with Portal 2)
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.


Pitch Yaw Roll (Y Z X) <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.


Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with 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 <string> (New with 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:Try to avoid expensive operations in this function, as it may cause performance problems.


  • Autostart
  • Start Inactive
  • Fast Retire
  • Out of Ammo
  • Citizen modified (Friendly) (New with Half-Life 2: Episode Two / Source 2007)


FireBullet  <targetname>
Causes the turret to instantly fire at the specified entity.
EnableGagging  <string> (New with Portal 2)
Prevents the turret to speak.
DisableGagging  <string> (New with Portal 2)
Allows the turret to speak again.
EnablePickup  <string> (New with Portal 2)
Enables player pickup of the turret.
DisablePickup  <string> (New with Portal 2)
Disables player pickup of the turret.
SelfDestructImmediately  (New with Portal 2)
Cause the turret to explode immediately.
SetAsBouncePainted  (New with Portal 2)
Force this turret to be painted with bounce paint.
Active/deactivate the turret's mechanisms.
Bug: The Enable/Disable inputs have no effect while the turret is knocked over.
Depletes ammo from a turret, causing it to dry-fire, or restores ammo. Turrets never run out on their own.
Bug: The DepleteAmmo/RestoreAmmo inputs have no effect on Portal turrets.
SelfDestruct (New with Half-Life 2: Episode Two / Source 2007)
Emit a warning then self-destruct in a small explosion.


Removes this entity and any entities parented to it from the world.
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
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. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with 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> (New with 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: 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: 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> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <coordinates> (New with 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> (New with Alien Swarm) !FGD
Set this entity's angles.


OnPainted  (New with Portal 2)
Fires when the turret is painted using Gels.
Turret has become active and dangerous or inactive and harmless.
Turret has been tipped over and is inactive.
Picked up/released by Gravity Gun or +use.


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 the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.

See Also