monster_miniturret
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Warning:
monster_miniturret
is a point entity available in Half-Life,
Half-Life: Opposing Force,
Half-Life: Blue Shift, and
Team Fortress Classic.

- The {{{game}}} parameter is inconsistent with the name defined by the {{Half-Life}} template. This can most likely be fixed by setting the value of the {{{game}}} parameter to Half-Life.
- The {{{game1}}} parameter is inconsistent with the name defined by the {{Half-Life: Opposing Force}} template. This can most likely be fixed by setting the value of the {{{game1}}} parameter to Half-Life: Opposing Force.
- The {{{game2}}} parameter is inconsistent with the name defined by the {{Half-Life: Blue Shift}} template. This can most likely be fixed by setting the value of the {{{game2}}} parameter to Half-Life: Blue Shift.
- The {{{game3}}} parameter is inconsistent with the name defined by the {{Team Fortress Classic}} template. This can most likely be fixed by setting the value of the {{{game3}}} parameter to Team Fortress Classic.
- The {{{engine}}} parameter is inconsistent with the name defined by the {{GoldSrc}} template. This can most likely be fixed by setting the value of the {{{engine}}} parameter to GoldSrc.
If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.
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
- This is a template errors
- Half-Life Entities