npc_turret_ground
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Note:In the Nexus building (the d3_c17_10b map) these were seen entrenched within the floor, and could only be killed by blast damage, like lobbing a hand grenade inside its lift. That lift, and the ability to destroy the turret, is not part of this entity. (The lift was a func_door brush rig, and the player really killed an invisible npc_bullseye, filtered to be killed by blast damage only by a filter_damage_type, that signalled the turret to descend and lock.
Note:This entity may be neutral to the player by default! In such cases, an ai_relationship will be required.
Important:This entity operates in a very particular way. On spawn, it remembers its origin position as the "closed" position. It considers itself "closed" unless its Z coordinate is more than 1 unit away from that remembered position. If it is "closed", it will not produce the scanning beam effect and sounds (but will still attack things it hates).
As such, to make it work the same way as in Half-Life 2, it must be parented to another entity that can move up and down, and thus be moved up or down for more than 1 unit of distance. Once it moves, it'll start scanning. The Enable input will then make the turret fully active.
Bug:Rotating the turret after it activated causes the laser effect to dislocate from the gun.
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
npc_turret_ground
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 creates a Combine ground turret.



As such, to make it work the same way as in Half-Life 2, it must be parented to another entity that can move up and down, and thus be moved up or down for more than 1 unit of distance. Once it moves, it'll start scanning. The Enable input will then make the turret fully active.


Keyvalues
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Flags
ExpandBaseNPC flags
Inputs
ExpandBaseNPC inputs
Parentname:
- SetParent <string>
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string>
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <string>
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
Outputs
See also
Categories:
- TODO rewrite lang to LanguageBar
- Non-internal Half-Life 2 entities
- Half-Life 2 entities
- Half-Life 2 point entities
- Non-internal Half-Life 2: Episode One entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Non-internal Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Non-internal Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities
- Immobile NPCs
- Pages with uncategorized bugs
- NPC entities
- Half-Life 2 NPCs