npc_portal_turret_floor
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?]
Contents
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)