npc_portal_turret_floor

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Turretsicon.png

npc_portal_turret_floor is a point entity available in the Portal (series) Portal games. 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.

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 <boolean> (in all games since Portal 2)
Turret will not speak any lines.
Used As Actor <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 <boolean> (in all games since Portal 2)
Disables pickup by player.
Disable Motion <boolean> (in all games since Portal 2)
Set for turrets that can't move in the world.
Allow Shooting through portals <boolean> (in all games since Portal 2)
Turrets will not try to shoot through portals unless this is set.
Maximum Range <float> (in all games since Portal 2)
How far the turret will be able to see targets.
Load Defective Models <boolean> (in all games since Portal 2)
Should this turret precache the defective models? Needed for late switching.
Use Super Damage <boolean> (in all games since Portal 2)
Setting this to true will scale the turret's damage by a very large amount.
Collision Type <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 <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 <model path> !FGD
Custom model to use. Must have Model value set to Unused. Defaults to "models/combine_turrets/floor_turret.mdl"
Model <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 <int>
Which skin to use for this turret. Set to 0 to select randomly.

Angles:
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.

Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.

Flags

  •  [32] : Autostart
       Unknown. Possibly deprecated.
  •  [64] : Start Inactive
       Causes this turret to start deactivated
  •  [128] : Fast Retire
       Makes this turret return to its dormant state faster after losing a target
  •  [256] : Out of Ammo
       Makes this turret unable to shoot at acquired targets
  •  [512] : Citizen modified (Friendly) (in all games since Half-Life 2: Episode Two)
       This turret will be allied with the player and use a special skin


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.
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.
SelfDestruct  (in all games since Half-Life 2: Episode Two)
Emit a warning then self-destruct in a small explosion.

Base:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.

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.

Targetname:
OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in Left 4 Dead)
This output fires when the entity is killed and removed from the game.

See also