monster_miniturret
		
		
		
		
		
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monster_miniturret  is a   point entity  available in 
 Half-Life, 
 Half-Life: Opposing Force, 
 Half-Life: Blue Shift, and 
 Team Fortress Classic.
Todo: add image(s) for this entity
The smaller brother of the monster_turret, this turret is part of Black Mesa's automated defense systems. However, since the military has taken control of the facility, it will fire at anyone and anything that isn't a human soldier. But in some cases it is possible to enable or disable the system by cutting its power or via a nearby console.
In 
 Team Fortress Classic, this turret acts as a spawncamp detergent.
Key Values
- Animation Sequence (editor) (sequence) <integer>
 
- Orientation (orientation) <integer choices>
 - Setting this KV to 1 rotates the model upside-down and gives it the EF_INVLIGHT effect flag (making it be lit based upon the ceiling's lightmap instead of the floor's).
- 0 - Floor Mount
 - 1 - Ceiling Mount
 
 
Todo: Need to get images of the turret on the ceiling and on the floor...
Monster:
- TriggerTarget (TriggerTarget) <targetname>
 - Name of entity to target when the trigger conditions are met.
 
- Trigger Condition (TriggerCondition) <choices>
 - Condition to use for TriggerTarget
- 0 : "No Trigger"
 - 1 : "See Player, Mad at Player"
 - 2 : "Take Damage"
 - 3 : "50% Health Remaining"
 - 4 : "Death"
 - 7 : "Hear World"
 - 8 : "Hear Player"
 - 9 : "Hear Combat"
 - 10: "See Player Unconditional"
 - 11: "See Player, Not In Combat"
 
 
Target:
- Target (target) <targetname>
 - The targetname of the first path_corner in a path this monster will move to when spawned.
 
- Name (targetname) <string>
 - The targetname that other entities refer to this entity by.
 
- Render FX (renderfx) <choices>
 - Render FX mode to use, for special effects.
 
Value Description 0 Normal 1 Slow Pulse 2 Fast Pulse 3 Slow Wide Pulse 4 Fast Wide Pulse 5 Slow Fade Away 6 Fast Fade Away 7 Slow Become Solid 8 Fast Become Solid 9 Slow Strobe 10 Fast Strobe 11 Faster Strobe 12 Slow Flicker 13 Fast Flicker 14 Constant Glow 15 Distort 16 Hologram (Distort + fade) 
- Render Mode (rendermode) <choices>
 - Render Mode to use.
 
Value Description 0 Normal 1 Color 2 Texture 3 Glow 4 Solid 5 Additive 
- Render Amount (0-255) (renderamt) <integer>
 - Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
 - Render Color (R G B) (rendercolor) <color255>
 - Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information. 
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
 - 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.
 
Flags
- Wait Till Seen : [1]
 
- Gag : [2]
 
- Monster Clip : [4]
 
- Prisoner : [16]
 
- Autostart : [32]
 
- Start Inactive : [64]
 
- Wait For Script : [128]
 
- Pre-Disaster : [256]
 
- Fade Corpse : [512]
 
Categories: 
- Point entities
 - Non-internal Half-Life entities
 - Half-Life entities
 - Half-Life point entities
 - Non-internal Half-Life: Opposing Force entities
 - Half-Life: Opposing Force entities
 - Half-Life: Opposing Force point entities
 - Non-internal Half-Life: Blue Shift entities
 - Half-Life: Blue Shift entities
 - Half-Life: Blue Shift point entities
 - Non-internal Team Fortress Classic entities
 - Team Fortress Classic entities
 - Team Fortress Classic point entities
 - Non-internal GoldSrc base entities
 - GoldSrc base entities
 - GoldSrc base point entities
 - Half-Life Entities