npc_hover_turret
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npc_hover_turret
is a point entity available in Portal 2. It is a turret variant cut from Portal 2 which would have hung from the ceiling and fired a laser at the player. It remains in the final game, but is somewhat buggy.
It is hardcoded to use the model models/npcs/hover_turret.mdl
, which is missing in the final game. According to early screenshots, it originally used a model based on prop_glados_core from the first game. Attempts have been made to restore this model, but currently have issues, such as the turret not being able to aim vertically.
Bug:The turret's laser will only render when it is in its neutral or searching modes, meaning it will not render when firing at the player. This is fixed in [todo tested in?]
Bug:The hover turret will attempt to fire at the player through portals, but is unable to actually do so. [todo tested in?]
Bug:The hover turret's tether snaps easily, and may do so randomly at the start of the map. [todo tested in?]
- Workaround:Increasing the cvar
hover_turret_break_dist
makes this less likely to happen, but also makes it harder for the player to deliberately pull the turret off the tether.
Bug:Crashes the game when picked up in Co-op. [todo tested in?]
Bug:The game may crash if a hover turret is firing upon a tethered hover turret. [todo tested in?]
FGD Code
@PointClass base(BaseNPC) studioprop("models/npcs/hover_turret.mdl") line(255 255 255, targetname, attachtarget) = npc_hover_turret: "The cut Hover Turret, which hangs from the ceiling and fires a laser at the player. Missing its model by default, and somewhat buggy." [ canPushPlayer(boolean) : "Laser Pushes Player" : 0 : "Should the hover turret's laser deal knockback? Usually only works while the player is in the air." sentryRotateSpeed(float) : "Idle Rotation Speed" : "10" : "While idle, the hover turret will rotate at this speed." attachTarget(target_destination) : "Tether Attach Target" : : "An entity (usually info_target) which the hover turret should hang from." ]
Keyvalues
- Laser Pushes Player (canPushPlayer) <boolean>
- Should the hover turret's laser deal knockback? Usually only works while the player is in the air.
- Idle Rotation Speed (sentryRotateSpeed) <float>
- While idle, the hover turret will rotate at this speed.
- Tether Attach Target (attachTarget) <targetname>
- An entity (usually info_target) which the hover turret should hang from.
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
Inputs
CAI_BaseNPC:
CBaseCombatCharacter:
DamageFilter: |
Outputs
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