monster_miniturret
monster_miniturret
is a point entity available in Half-Life, Half-Life: Opposing Force, Half-Life: Blue Shift, and Team Fortress Classic.
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
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.
Targetname:
- 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) <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.
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]
- Half-Life entities
- Half-Life point entities
- Half-Life: Opposing Force entities
- Half-Life: Opposing Force point entities
- Half-Life: Blue Shift entities
- Half-Life: Blue Shift point entities
- Team Fortress Classic entities
- Team Fortress Classic point entities
- GoldSrc base entities
- GoldSrc base point entities
- Half-Life Entities