npc_rocket_turret

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Aperture Science Rocket Turret
Turret is firing

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

Icon-Bug.pngBug: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.pngNote: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.
Icon-Bug.pngBug:Portal 2 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.
PlacementTip.pngWorkaround: 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.
PlacementTip.pngWorkaround: 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.

Keyvalues

Rocket Speed <float> (in all games since Portal 2)
Speed the rocket will travel at.
Icon-Bug.pngBug:Doesn't work, as stated above.
Rocket Lifetime <float> (in all games since Portal 2)
The rocket will automatically detonate after this number of seconds.
Tripwire Mode <boolean> (in all games since Portal 2)
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 Portal 2)
In tripwire mode, the entity to aim at. If not specified, will aim down world angles.

Base:
Name (targetname) <string>
The name that other entities use to refer to this entity.
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.pngTip:Entities transition to the next map with their parents
Tip.pngTip: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.pngNote: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.pngNote: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.pngTip: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 Left 4 Dead 2) (also in Team Fortress 2)
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 Left 4 Dead 2) (also in Team Fortress 2)
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 Left 4 Dead 2) !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 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.
RunScriptFile <script> (in all games since Left 4 Dead 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)
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.
Fix: Remove the string argument manually with a text editor.
CallScriptFunction <string> (in all games since Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.

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 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.

See also