npc_turret_floor

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Floor Turret


<Half-Life 2> npc_turret_floor is a point entity available in the Half-Life 2 series.

It is unstable and falls over easily, but cannot be destroyed. It scans a 90 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.

Placementtip.gif 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, flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

Keyvalues

Model <model path> !FGD
Overrides the normal Combine Floor Turret model
Skin Number <int>
Which skin to use for this turret. Set to 0 to select randomly.

Angles:

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.

Targetname:

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.

Flags

  • Autostart
  • Start Inactive
  • Fast Retire
  • Out of Ammo
  • Citizen modified (Friendly) (New with Source 2007)

Inputs

Enable
Disable
Toggle
Active/deactivate the turret's mechanisms.
Bug: The Enable/Disable inputs have no effect while the turret is knocked over.
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.
SelfDestruct (New with Source 2007)
Emit a warning then self-destruct in a small explosion.

Targetname:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
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.
Bug:  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.

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.

Targetname:

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.

See also