npc_portal_turret_floor
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npc_portal_turret_floor
is a point entity available in Portal series. It is a freestanding Aperture Science turret.
Bug: In , 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
- Damage pushes player (DamageForce) <boolean>
- Being hit by this turret will push the player back.
- Turret is Gagged (Gagged) <boolean> (in all games since )
- Turret will not speak any lines.
- Used As Actor (UsedAsActor) <boolean> (in all games since )
- 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 )
- Disables pickup by player.
- Disable Motion (DisableMotion) <boolean> (in all games since )
- Set for turrets that can't move in the world.
- Allow Shooting through portals (AllowShootThroughPortals) <boolean> (in all games since )
- Turrets will not try to shoot through portals unless this is set.
- Maximum Range (TurretRange) <float> (in all games since )
- How far the turret will be able to see targets.
- Load Defective Models (LoadAlternativeModels) <boolean> (in all games since )
- Should this turret precache the defective models? Needed for late switching.
- Use Super Damage (UseSuperDamageScale) <boolean> (in all games since )
- Setting this to true will scale the turret's damage by a very large amount.
- Collision Type (CollisionType) <choices> (in all games since )
- 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 ) !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 )
- 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
ortarget
).
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 )
- 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 )
- Prevents the turret to speak.
- DisableGagging <string> (in all games since )
- Allows the turret to speak again.
- EnablePickup <string> (in all games since )
- Enables player pickup of the turret.
- DisablePickup <string> (in all games since )
- Disables player pickup of the turret.
- 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.
Bug: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.
Bug:The DepleteAmmo/RestoreAmmo inputs have no effect on Portal turrets. [todo tested in?]
Outputs
- OnPainted (in all games since )
- 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
- npc_rocket_turret
- npc_turret_floor (HL2 equivalent)