npc_turret_ceiling
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Bug:This turret is partially broken and/or unfinished.
Code Fix:If you have the source code, you can fix most of npc_turret_ceiling's bugs according to the fixes listed on this page.
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
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CNPC_CeilingTurret |
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npc_turret_ceiling
is a model entity available in Half-Life 2 series.
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. It has 1000 health by default and perfect accuracy, intended to be used as an "insta-kill" punishment/deterrent. For examples of its use, see the tripwire laser room in d3_c17_10b
or the ammo-less turrets at the beginning of ep1_c17_00
.

- The looping engine sound can sometimes stay after being destroyed or retired.
- The firing sound is missing, but the bullets flying past you still produce sounds.
- The firing animation plays only on the first shot. This can be fixed by adding "Loop" to the firing sequences.
- The firing animation while out of ammo plays sporadically.
- The turret may have difficulty firing at enemies directly underneath it.
- While the similarly built npc_combine_camera blends Deploy/Idle/Retract animations, this turret seems to be incapable of doing so, which causes the idle animation to jarringly snap into place. Even if the same nodes and transitions, or fadein/-out are used.

Due to these bugs you might want to consider using npc_turret_floor as an alternative, as its equally as dangerous, but not as buggy and slightly more work to implement.

Keyvalues
- Name (targetname) <string>[ Edit ]
- 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
- World Model (model) <model path> !FGD[ Edit ]
- This entity's model is set to:
models/combine_turrets/ceiling_turret.mdl
on spawn so specifying this keyvalue will have no effect.
Flags
- Efficient - Don't acquire enemies or avoid obstacles : [16]
- Autostart : [32]
- Start Inactive : [64]
- Fast Retire : [128]
- Out of Ammo : [256]
Outputs
- OnDeploy
- !activator = NULL
!caller = this entity
Turret is becoming active and dangerous.
- OnRetire
- !activator = NULL
!caller = this entity
Turret is becoming inactive and harmless.