npc_hover_turret

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Info.png
This entity is not in the FGD by default.
See below for instructions on making it available.

npc_hover_turret is a point entity available in Portal 2 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.

Icon-Bug.pngBug: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 Portal 2: Community Edition  [todo tested in ?]
Icon-Bug.pngBug:The hover turret will attempt to fire at the player through portals, but is unable to actually do so.  [todo tested in ?]
Icon-Bug.pngBug:The hover turret's tether snaps easily, and may do so randomly at the start of the map.  [todo tested in ?]
PlacementTip.pngWorkaround: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.
Icon-Bug.pngBug:Crashes the game when picked up in Co-op.  [todo tested in ?]
Icon-Bug.pngBug: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.
BaseNPC keyvalues

CBaseCombatCharacter:

Relationship (Relationship) <string> !FGD
<string|targetname or classname> <string|disposition> <int|rank>
Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.

CAI_BaseNPC:

Target Path Corner (target) <targetname>
The path_corner that this NPC will move to after spawning.
Squad Name (squadname) <string>
NPCs that are in the same squad (i.e., have matching squad names) will share information about enemies and will take turns attacking and covering each other.
Hint Group (hintgroup) <string>
Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
Hint Limit Nav (hintlimiting) <boolean>
Limits NPC to using specified hint group for navigation requests. Does not limit local navigation.
Sleep State (sleepstate) <choices>
Holds the NPC in stasis until specified condition. See also Wake Radius and Wake Squad.
  • 0: None
  • 1: Waiting for threat
  • 2: Waiting for PVS
  • 3: Waiting for input, ignore PVS
  • 4: Auto PVS
  • 5: Auto PVS after PVS
Wake Radius (wakeradius) <float>
Auto-wake if player comes within this distance.
Wake Squad (wakesquad) <boolean>
Wake all of the NPCs squadmates if the NPC is woken.
Enemy Filter (enemyfilter) <targetname>
Filter entity to test targets against.
Ignore unseen enemies (ignoreunseenenemies) <boolean>
Prefers visible enemies, regardless of distance or relationship priority.

DamageFilter:

Damage Filter (damagefilter) <targetname>
Name of the filter_damage_type entity that controls which entities can damage us.

Inputs

BaseNPC inputs 

Outputs

BaseNPC Outputs
OnDamaged
Fired when this NPC takes damage (!activator is the damage inflictor).
OnDamagedByPlayer
Fired when this NPC is hurt by a player (!activator is the attacker or vehicle driver [if friendly fire]).
OnDamagedByPlayerSquad
Fired when this NPC is hurt by a player OR by one of the player's squadmates (!activator is the attacker or vehicle driver [if friendly fire]).
OnDeath
Fired when this NPC is killed (!activator is the killer).
OnDenyCommanderUse
Fired when this NPC has refused to join the player's squad.
OnForcedInteractionAborted
Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc.).
OnForcedInteractionStarted
Fired when the NPC starts a forced interaction.
OnForcedInteractionFinished
"NPCs in actbusies can no longer perform dynamic interactions."
Todo: What does this mean?
OnHalfHealth
Fired when this NPC reaches half of its maximum health.
OnHearCombat
Fired when this NPC hears combat sounds.
OnHearPlayer
Fired when this NPC hears the player.
OnHearWorld
Fired when this NPC hears a sound (other than combat or the player).
OnFoundEnemy <targetname>
Fired when this NPC establishes line of sight to its enemy.
OnLostEnemy
Fired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
OnLostEnemyLOS
Fired when this NPC loses line of sight to its enemy.
OnFoundPlayer <targetname>
Fired when this NPC establishes line of sight to its enemy, and that enemy is a player.
OnLostPlayer
Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
OnLostPlayerLOS
Fired when this NPC loses line of sight to its enemy, and that enemy is a player.
OnSleep
Fired when this NPC enters a sleep state.
OnWake
Fired when this NPC comes out of a sleep state.

See also