npc_rocket_turret
npc_rocket_turret
is a point entity available in the Portal games. It is an Aperture Science Rocket Turret, which will track a single entity and fire rockets at it. In Portal 1 the target defaults to the SP player, but it can be overridden with SetTarget inputs.
Bug:If a rocket turret's target stops existing for any reason, it will seize up and not respond to SetTarget inputs until cycled off and back on. In standard usage (having the turret aim at a single player) this is rarely an issue, but it is something to be aware of when using rockets in multiplayer games or with NPC targets; players still exist while dead, so player deaths will not freeze the turret, but NPC deaths and players disconnecting will.
Note:In multiplayer, rocket turrets will not target anyone by default (immediately seizing up when turned on). The target must be set manually with SetTarget inputs.
Bug: In Portal 2, rocket turrets have a number of bugs:
- They will not target the SP player by default, so must be manually sent
SetTarget
inputs to target the player like in multiplayer. - Rockets spawn stuck in place.
- Workaround: A
trigger_push
,env_physexplosion
, or other similar entity will need to be used to propel them forward.
- Rocket turrets' targeting lasers are bugged, displaying as nothing more than a blue glow on the end of the barrel.
- Workaround: The laser can be replicated with an
env_beam
parented to the barrel, though this will not be completely accurate as the original laser bends to hit targets to the side.
Contents
Keyvalues
- Rocket Speed <float> (in all games since )
- Speed the rocket will travel at.
- Bug:Doesn't work, as stated above.
- Rocket Lifetime <float> (in all games since )
- The rocket will automatically detonate after this number of seconds.
- Tripwire Mode <boolean> (in all games since )
- Makes this sentry aim in a fixed direction and not follow the target entity. When any entity crosses the beam (regardless of if they are the target), a rocket is fired instantly with no lock-on time. (Similar to prop_rocket_tripwire, but allows aiming in any direction)
- Tripwire Aim Target <targetname> (in all games since )
- In tripwire mode, the entity to aim at. If not specified, will aim down world angles.
Base:
- Parent
(parentname)
<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment]
)Tip:Entities transition to the next map with their parentsTip:phys_constraint
can be used as a workaround if parenting fails.
- Origin (X Y Z)
(origin)
<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.Note:Hammer does not move the entities accordingly only in the editor.
- Pitch Yaw Roll (X Y Z)
(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.Note:This works on brush entities, although Hammer doesn't show the new angles.
- Classname
(classname)
<string> !FGD - Determines the characteristics of the entity before it spawns. Tip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
- Flags
(spawnflags)
<integer> !FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Effects
(effects)
<integer> !FGD - Combination of effect flags to use.
- Entity Scripts
(vscripts)
<scriptlist> (in all games since ) (also in ) - Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions. Scripts executed on the worldspawn entity will be placed in root scope.
- Think function
(thinkfunction)
<string> (in all games since ) (also in ) - Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate)
<boolean> (in all games since ) !FGD - Set to Yes to lag compensate this entity. Should be used very sparingly!
Flags
- [
1
] : Disabled
Inputs
SetTarget
<string>- Sets the target for the rocket turret to attack.
Destroy
- Sets the rocket turret to its destroyed state, freezing it in place and emitting sparks.
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
toFireUser4
- Fires the respective
OnUser
outputs; 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 thanKill
input.
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.
RunScriptFile
<script> (in all games since )- 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 )- 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. Bug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
- Fix: Remove the string argument manually with a text editor.
Toggle:
Toggle
- Toggle the enabled/disabled status of this entity.
EnableDisable:
Enable
Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
OnFoundTarget
- Fired when the rocket turret finds an unobstructed target.
OnLostTarget
- Fired when turret's target is blocked.
OnDeath
- Fired after this turret finishes its destroy think and begins its death think
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.