npc_portal_turret_floor

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npc_portal_turret_floor is a point entity available in Portal series Portal series. It is a freestanding Aperture Science turret.

Icon-Bug.pngBug: In Portal, if 2 turrets collide with each other while they are disabled, they will still play the lines that play when they collide with each other.  [todo tested in?]

Keyvalues

Aperture Science floor turret as seen in Portal.
Damage pushes player (DamageForce) <boolean>
Being hit by this turret will push the player back.
Turret is Gagged (Gagged) <boolean> (in all games since Portal 2)
Turret will not speak any lines.
Used As Actor (UsedAsActor) <boolean> (in all games since Portal 2)
Turret will not run the standard floor turret code so it can be used as an actor.
Turret can be picked up by player (PickupEnabled) <boolean> (in all games since Portal 2)
Disables pickup by player.
Disable Motion (DisableMotion) <boolean> (in all games since Portal 2)
Set for turrets that can't move in the world.
Allow Shooting through portals (AllowShootThroughPortals) <boolean> (in all games since Portal 2)
Turrets will not try to shoot through portals unless this is set.
Maximum Range (TurretRange) <float> (in all games since Portal 2)
How far the turret will be able to see targets.
Load Defective Models (LoadAlternativeModels) <boolean> (in all games since Portal 2)
Should this turret precache the defective models? Needed for late switching.
Use Super Damage (UseSuperDamageScale) <boolean> (in all games since Portal 2)
Setting this to true will scale the turret's damage by a very large amount.
Collision Type (CollisionType) <choices> (in all games since Portal 2)
Allow collision with the player to be turned off for very special cases.
  • 0 : Normal
  • 1 : Debris
SkinNumber ([todo internal name (i)]) <integer> (in all games since Portal 2) !FGD
Set the skin set to use for the model. Only useful on the normal model, to choose a 'broken' skin.
model ([todo internal name (i)]) <model path> !FGD
Custom model to use. Must have Model value set to Unused. Defaults to "models/combine_turrets/floor_turret.mdl"
Model (ModelIndex) <choices> (in all games since Portal 2)
Which model the turret uses. The skeleton turret is still functional.
  • 0 : Normal
  • 1 : Unused (Custom - see above)
  • 2 : Box
  • 3 : Backwards ("Load Defective Models" must be activated)
  • 4 : Skeleton
Skin Number (SkinNumber) <integer>
Which skin to use for this turret. Set to 0 to select randomly.
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.
Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Flags

Autostart : [32]

Unknown. Possibly deprecated.

Start Inactive : [64]

Causes this turret to start deactivated

Fast Retire : [128]

Makes this turret return to its dormant state faster after losing a target

Out of Ammo : [256]

Makes this turret unable to shoot at acquired targets

Citizen modified (Friendly) : [512] (in all games since Half-Life 2: Episode Two)

This turret will be allied with the player and use a special skin

also, the citizen version shoots at npc_security_cameras in at least Portal 2

Inputs

FireBullet <targetname>
Causes the turret to instantly fire at the specified entity.
EnableGagging <string> (in all games since Portal 2)
Prevents the turret to speak.
DisableGagging <string> (in all games since Portal 2)
Allows the turret to speak again.
EnablePickup <string> (in all games since Portal 2)
Enables player pickup of the turret.
DisablePickup <string> (in all games since Portal 2)
Disables player pickup of the turret.
SelfDestructImmediately  (in all games since Portal 2)
Cause the turret to explode immediately.
SetAsBouncePainted  (in all games since Portal 2)
Force this turret to be painted with bounce paint.
Ignite  !FGD
Sets the turret on fire. The turret will act as if it was hit with a Laser, unless its Used As Actor keyvalue is enabled, then it'll just burn normally.
Enable
Disable
Toggle
Active/deactivate the turret's mechanisms.
Icon-Bug.pngBug:The Enable/Disable inputs have no effect while the turret is knocked over.  [todo tested in?]
DepleteAmmo
RestoreAmmo
Depletes ammo from a turret, causing it to dry-fire, or restores ammo. Turrets never run out on their own.
Icon-Bug.pngBug:The DepleteAmmo/RestoreAmmo inputs have no effect on Portal turrets.  [todo tested in?]
SelfDestruct  (in all games since Half-Life 2: Episode Two)
Emit a warning then self-destruct in a small explosion.


Outputs

OnPainted  (in all games since Portal 2)
Fires when the turret is painted using Gels.
OnDeploy
OnRetire
Turret has become active and dangerous or inactive and harmless.
OnTipped
Turret has been tipped over and is inactive.
OnPhysGunPickup
OnPhysGunDrop
Picked up/released by Gravity Gun or +use.


See also