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Revision as of 17:45, 31 March 2013 by PluMGMK (talk | contribs) (Added new keyvalues from more recent update)
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Aperture Science Rocket Turret

Portal Portal 2 npc_rocket_turret is a point entity available in the Portal series. It spawns an Aperture Science Rocket Turret.

Note.png Note: In Portal 2, this entity will not aim or fire unless sent a SetTarget input while it is turned off. Its target will also need to be reset every time it is turned off.
Note.png Note: In Portal 2, this entity can not fire rockets correctly, the rockets will spawn stuck inside the npc. You will have to include a trigger_push entity in your map to dislodge them.


Rocket Speed <float> (in all games since Portal 2)
Speed the rocket will travel at.
Rocket Lifetime <float> (in all games since Portal 2)
The rocket will automatically detonate after this number of seconds.
Tripwire Mode <boolean> (in all games since Portal 2)
Makes this sentry aim in a fixed direction and not follow the player. Still fires rockets when beam is crossed. (Seemingly similar to prop_rocket_tripwire)
Tripwire Aim Target <targetname> (in all games since Portal 2)
(tripwire mode only) An info target this sentry will aim it's beam at. If not specified, will aim down world angles.


Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.


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.


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.


SetTarget <string>
Sets the target for this turret to attack.
Sets this turret to it's destroyed state.


SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Removes this entity from the the movement hierarchy, leaving it free to move independently.


Removes this entity from the world.
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.


Toggle the enabled/disabled status of this entity.


Enable/disable this entity from performing its task. It might also disappear from view.


Fired when the rocket turret finds an unobstructed target.
Fired when turret's target is blocked.
Fired after this turret finishes its destroy think and begins its death think


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