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monster_miniturret

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monster_miniturret is a point entity available in Half-Life Half-Life, Half-Life: Opposing Force Half-Life: Opposing Force, Half-Life: Blue Shift Half-Life: Blue Shift, and Team Fortress Classic 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 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, usually via the target, killtarget, and TriggerTarget KVs.
Render Mode (rendermode) <choices>
Render Mode to use.
Render modes
  1. Normal
  2. Color
  3. Texture
  4. Glow
  5. Solid
  6. 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.
Render FX (renderfx) <choices>
Render FX mode to use, for special effects.
Render effects
  1. Normal
  2. Slow Pulse
  3. Fast Pulse
  4. Slow Wide Pulse
  5. Fast Wide Pulse
  6. Slow Fade Away
  7. Fast Fade Away
  8. Slow Become Solid
  9. Fast Become Solid
  10. Slow Strobe
  11. Fast Strobe
  12. Faster Strobe
  13. Slow Flicker
  14. Fast Flicker
  15. Constant Glow
  16. Distort
  17. Hologram (Distort + fade)


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]