npc_turret_floor
npc_turret_floor
is a point entity available in Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, and Half-Life 2: Deathmatch.
It is unstable and falls over easily, but cannot be destroyed. It scans a 120 degree area, and will lock on to and fire at a target until that target goes is out of range or can't be seen.
When knocked over, the turret will fire randomly for a few seconds then disable (much like the floor turret from Portal). However, unlike the Portal turret, it will switch on again after being placed upright.
Placement Tip: If used in combat situations, this npc can add variety to a firefight and upgrade an enemy force's fire power
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
- Model
([todo internal name (i)])
<model path> !FGD - Overrides the normal Combine Floor Turret model
- Skin Number
(SkinNumber)
<integer> - Which skin to use for this turret. Set to 0 to select randomly.
- 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.
- 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
Flags
- Autostart : [
32
]
Unknown. Possibly deprecated. - Start Inactive : [
64
]
Causes this turret to start deactivated - Fast Retire : [
128
]
Makes this turret return to its dormant state faster after losing a target - Out of Ammo : [
256
]
Makes this turret unable to shoot at acquired targets - Citizen modified (Friendly) : [
512
] (in all games since )
This turret will be allied with the player and use a special skin
Inputs
Enable
Disable
Toggle
- Active/deactivate the turret's mechanisms.
Bug:The Enable/Disable inputs have no effect while the turret is knocked over. [todo tested in?]
DepleteAmmo
RestoreAmmo
- Depletes ammo from a turret, causing it to dry-fire, or restores ammo. Turrets never run out on their own.
Bug:The DepleteAmmo/RestoreAmmo inputs have no effect on Portal turrets. [todo tested in?]
Outputs
OnDeploy
OnRetire
- Turret has become active and dangerous or inactive and harmless.
OnTipped
- Turret has been tipped over and is inactive.
OnPhysGunPickup
OnPhysGunDrop
- Picked up/released by Gravity Gun or +use.
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
- NPC entities
- Pages with uncategorized bugs
- Half-Life 2 NPCs