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<Half-Life 2> npc_turret_ceiling is a point entity available in the Half-Life 2 series.
Ceiling Turret

A Combine turret attached to the ceiling.

Rarely used in Half-Life 2, this turret deploys from the ceiling. Not to be confused with its cousin npc_combine_camera, or its siblings: npc_turret_ground and npc_turret_floor. For an example of its use, see the tripwire laser room in d3_c17_10b.

Warning:This turret is really strong, and when it dies, the sound sometimes stays. The issue is that it was never meant to be beaten, and was only made for an insta-kill room in Half-Life 2.
Note:Some keyvalues, flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.



Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 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.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.


Pitch Yaw Roll (Y Z X) <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.


World Model <string>
The model this entity should appear as. 128-character limit.
Skin <int>
Some models have multiple skins. This value selects from the index, starting with 0.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
modelscale <float> (New with Team Fortress 2)
The scaling factor for the model


Disable shadows <boolean>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable ShadowDepth <boolean> (New with Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Projected Texture Cache <choices> (New with Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once
Disable flashlight <boolean> (New with Portal 2)
Used to disable projected texture lighting and shadows on this entity.


  • 1 : Wait Till Seen
  • 2 : Gag
No IDLE sounds until angry
  • 4 : Fall to ground
Unchecked means *teleport* to ground
  • 8 : Drop Healthkit
  • 16 : Efficient - Don't acquire enemies or avoid obstacles
  • 32 : Autostart
  • 64 : Start Inactive
  • 128 : Fast Retire
  • 256 : Out of Ammo
  • 512 : Fade Corpse
  • 1024 : Think outside PVS
  • 2048 : Template NPC
Will not spawn, used by npc_template_maker but not point_template
  • 4096 : Do Alternate collision for this NPC (player avoidance)
  • 8192 : Don't drop weapons
  • 16384 : Ignore player push
Don't give way to player



Removes this entity and any entities parented to it from the world.
Functions the same as Kill, although entities with a large number of children are killed marginally faster.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with 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> (New with 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.
In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning:Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
Note:This input is missing from some games FGD files.
SetLocalOrigin  <origin> (New with Alien Swarm) !FGD
Set this entity's origin in the map.
Note:This input is missing from some games FGD files.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles in the map.
Note:This input is missing from some games FGD files.


Skin <int>
Changes the model's skin to the specified number.
SetBodyGroup <int>
Set the model's body group.
Control the model's cheap render-to-texture shadow.
AlternativeSorting <bool>
Used to attempt to fix sorting problems when rendering. To do: What is the effect?
SetModelScale  <float> (New with Team Fortress 2)
Sets the model scaling factor



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  (New with Left 4 Dead)
This Output fires when the entity is killed and removed from the game.


Fired when this object catches fire.
Turret is becoming active and dangerous.
Turret is becoming inactive and harmless.

See also