npc_hover_turret
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Note:As of recent updates, this entity is no longer present in
Portal 2: Community Edition.
Bug:
npc_hover_turret is a model 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.
- The turret's laser turns invisible while it is firing, due to the material it uses (
sprites/bluelaser1.vmt) not being precached.
Workaround:Place an env_beam anywhere in the map with the beam texture set to this, which will force it to precache. Keep in mind there are two textures with this name, make sure you pick the one in sprites/.
- The hover turret will attempt to fire at the player through portals, but is unable to actually do so.
- The hover turret's tether snaps easily, and may do so randomly at the start of the map.
Workaround:Increasing the cvar hover_turret_break_distmakes this less likely to happen, but also makes it harder for the player to deliberately pull the turret off the tether.
- Crashes the game when picked up in Co-op.
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:
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Inputs
BaseNPC inputs
CAI_BaseNPC:
- ActivateSpeedModifier !FGD
- DisableSpeedModifier !FGD
- Break
- Smash into pieces. If this is not possible, disappear.
- BecomeRagdoll (in all games since
) - Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. outputs will NOT be fired.
- ForceInteractionWithNPC <string> <string> (in all games since
) - Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
- ForgetEntity <targetname>
- Clears out the NPC's knowledge of a named entity.
- UpdateEnemyMemory (in all games since
) - Update (or create) this NPC's memory of of the given entity.
- GagEnable
- GagDisable
- Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.
- HolsterWeapon (in all games since
)
- UnholsterWeapon (in all games since
) - Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
- HolsterAndDestroyWeapon (in all games since
) - Same as
HolsterWeapon, except the weapon is destroyed once it has been concealed.
- IgnoreDangerSounds <float>
- Ignore danger sounds for the specified number of seconds.
- InsideTransition !FGD
- OutsideTransition !FGD
- SetBodyGroup <integer>
- HACK: Sets this NPC's body group (from 0–n).
- SetEnemyFilter <string>
- SetHealth <integer>
- Set the NPC's health.
- SetMaxLookDistance <float> (only in
) - Sets the maximum look distance for the NPC. Defaults are 2048 and 6000 for long range NPCs.
- SetRelationship <string|targetname or classname> <string|disposition> <int|rank>
- Changes whether this NPC likes or dislikes certain others. Used like the ai_relationship entity, with this NPC as the subject.
- Values for
dispositionare:D_HT: HateD_FR: FearD_LI: LikeD_NU: Neutral
- SetSquad <string>
- Change the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
- StartScripting
- StopScripting
- Enter/exit scripting state, where NPCs ignore a variety of stimulus that would make them break out of their scripts. They ignore danger sounds, ignore +Use, don't idle speak or respond to other NPCs' idle speech, and so on.
- Wake
- Wakes up the NPC if it is sleeping.
CBaseCombatCharacter:
- KilledNPC !FGD
- Tells the entity it killed something. Despite the name, this can include a player. This input will be automatically sent by the victim when they die.
- physdamagescale <float>
- Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.
DamageFilter:
Outputs
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