npc_turret_ceiling
npc_turret_ceiling
is a point entity available in Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, and Half-Life 2: Deathmatch.
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
.
Warning:This turret is partially broken or unfinished. The looping engine sound can sometimes stay after death/removal, shooting does not produce a muzzle flash or sound (aside from whizzing), and the turret may have difficulty firing at enemies directly underneath them. Use with caution.
- 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.
Contents
Keyvalues
- 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
- 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.
Studiomodel:
- Skin
(skin)
<integer> - 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.
- Model Scale
(modelscale)
<float> (in all games since ) (also in ) - A multiplier for the size of the model.
- Tip:In Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding ⇧ Shift will scale it in smaller increments of 0.05.
- Bodygroup
(body / SetBodyGroup)
<integer> - Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code. Note:If both
body
andSetBodyGroup
are present (even if set to 0),body
will be prioritized.
- Lighting Origin
(lightingorigin)
<targetname> - Select an entity (not
info_lighting
!) from which to sample lighting instead of the entity's origin or $illumposition.
Shadow:
- Disable Shadows
(disableshadows)
<boolean> - Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows
(disablereceiveshadows)
<boolean> - Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance
(shadowcastdist)
<integer> !FGD - Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth
(disableshadowdepth)
<boolean> (in all games since ) - Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight
(disableflashlight)
<boolean> (in all games since ) - Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache
(shadowdepthnocache)
<integer choices> (in all games since ) - 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.
|
- Render in Fast Reflections
(drawinfastreflection)
<boolean> (in all games since ) - If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass.
Flags
- 16 : Efficient - Don't acquire enemies or avoid obstacles
- 32 : Autostart
- 64 : Start Inactive
- 128 : Fast Retire
- 256 : Out of Ammo
Inputs
Studiomodel:
SetBodyGroup
<integer>- Set the model's body group.
AlternativeSorting
<boolean>- Uses an alternative method for telling which objects are in front of others. Use if this object draws incorrectly when seen through transparent things.
SetModelScale
<string> (in all games since ) (also in )- Sets the model scale. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly. Warning:Negative or extremely high values can cause crashes!
Shadow:
DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying
EF_NOSHADOW
.
EnableShadow
- Turn dynamic shadows on for this entity.
DisableReceivingFlashlight
(in all games since )- This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight
(in all games since )- This object may receive light or shadows from projected textures.
Reflection:
DisableDrawInFastReflection
(in all games since )- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
EnableDrawInFastReflection
(in all games since )- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
ToggleDraw:
DisableDraw
(in all games since )- Add the EF_NODRAW flag to this entity. Some entities manage this on their own so be aware you can override that value.
Outputs
Studiomodel:
OnIgnite
- Fired when this object catches fire.
OnDeploy
- Turret is becoming active and dangerous.
OnRetire
- Turret is becoming inactive and harmless.
See also
Categories:
- TODO rewrite lang to LanguageBar
- Half-Life 2 entities
- Half-Life 2 point entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities
- Immobile NPCs
- NPC entities
- Half-Life 2 NPCs