rocket_turret_projectile
From Valve Developer Community
rocket_turret_projectile is a point entity available in the Portal series.
Contents
Entity Info
This is the rocket entity that npc_rocket_turret shoots. When spawned directly with hammer editor or the console, it will use Half-Life 2's rocket model.
Keyvalues
Base:
- Classname (classname)
<string>
- The classname defines the type of entity. Classnames can be changed using
AddOutput
, which will influence how the engine deals with the entity in certain circumstances. - Name (targetname)
<string>
- The name that other entities refer to this entity by.
- Global Entity Name (globalname)
<string>
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- 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. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a
trigger_transition
. Some entities which aren't intended to be parented may not function correctly.phys_constraint
can be used as a workaround to parenting. - Origin (X Y Z) (origin)
<coordinates>
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Pitch Yaw Roll (X Y Z) (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.
Note:This works on brush entities, although Hammer doesn't show the new angles.
- Flags (spawnflags)
<integer>
- Toggles features of an entity, its specific number is determined by the combination of flags added.
- Response Contexts (ResponseContext)
<string>
- Pre-defined response system contexts for this entity. Format is
key:value,key:value,...
. Contexts may be filtered. - Effects (effects)
<integer>
!FGD - Combination of effect flags to use.
- Local Time (ltime)
<float>
!FGD - The local time of the entity, independent of the global clock. Used mainly for physics calculations.
- Next Think (nextthink)
<float>
!FGD - Amount of time before the entity thinks again.
- Hammer ID (hammerid)
<integer>
!FGD - The entity's Hammer ID. Mainly used by plugins and debugging commands, such as
ent_keyvalue
. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID. - Disable for Xbox 360 (disableX360)
<boolean>
(New with Left 4 Dead 2) !FGD - If Yes, disables this entity on the Xbox 360 version of Source.
- Entity Scripts (vscripts)
<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 (thinkfunction)
<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. Try to avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation (LagCompensate)
<boolean>
(New with Left 4 Dead 2) !FGD - Set to Yes to lag compensate this entity. Should be used very sparingly!
- Is Automatic-Aim Target (is_autoaim_target)
<boolean>
(New with Counter-Strike: Global Offensive) !FGD - If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
RenderFields:
- Render Mode (rendermode)
<choices>
- Set a non-standard rendering mode on this entity.
- Render FX / Transparency (0 - 255) (renderamt)
<integer>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor)
<color255>
- Color tint.
- Disable Receiving Shadows (disablereceiveshadows)
<boolean>
- Prevent the entity from receiving shadows on itself.
RenderFXChoices:
- Render FX (renderfx)
<choices>
- Preset pattern of appearance effects.
Model:
- World Model (model)
<string>
- The model this entity should appear as. 128-character limit.
- Skin (skin or ModelSkin
)
<integer>
- Some models have multiple skins. This value selects from the index, starting with 0.
- Collisions (solid)
<choices>
- Method of collision for this entity.
- 0: None
- 1: BSP (QPhysics) !FGD
- 2: Bounding Box
- 3: Oriented Bounding Box !FGD
- 4: Oriented Bounding Box, constrained to Yaw only !FGD
- 5: Custom/Test !FGD
- 6: VPhysics
- Body Group (body or SetBodyGroup)
<integer>
!FGD - Sets the the active $bodygroup.
- Hitbox Set (hitboxset)
<string>
!FGD - Sets the $hboxset to use.
- Sequence (sequence)
<integer>
!FGD - Default animation sequence for the model to be playing after spawning.
- Playback Rate (playbackrate)
<float>
!FGD - A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0
- Cycle (cycle)
<float>
!FGD - The current frame of the currently playing animation, on a range from 0-1.
- Lighting Origin (LightingOrigin)
<targetname>
- Select an entity (not
info_lighting
!) from which to sample lighting instead of the entity's origin. - Lighting Origin Offset (LightingOriginHack)
<targetname>
!FGD - The
info_lighting_relative
from which to sample lighting instead of the entity's origin. Not in.
- Damage Filter Name (damagefilter)
<targetname>
- When this entity receives damage, it will filter by this entity.
- Start Fade Distance (fademindist)
<float>
- Distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- End Fade Distance (fademaxdist)
<float>
- Distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale (fadescale)
<float>
- If specified in the
worldspawn
, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also$noforcedfade
. - Render Mode (rendermode)
<choices>
- Set a non-standard rendering mode on this entity.
- Render FX / Transparency (0 - 255) (renderamt)
<integer>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor)
<color255>
- Color tint.
- Render FX (renderfx)
<choices>
- Preset pattern of appearance effects.
<integer>
<boolean>
<boolean>
<short>
!FGD
<integer>
<float>
(New with Half-Life 2: Episode Two / Source 2007) !FGD![[Portal]](/w/images/f/fc/Portal-16px.png)



<choices>
(New with Left 4 Dead)<choices>
(New with Left 4 Dead)
- 0: Default
- 1: Low
- 2: Medium
- 3: High
- Minimum GPU Level (mingpulevel)
<choices>
(New with Left 4 Dead) - Maximum GPU Level (maxgpulevel)
<choices>
(New with Left 4 Dead)- 0: Default
- 1: Very low
- 2: Low
- 3: Medium
- 4: High
- Glow Backface Multiple (glowbackfacemult)
<float>
(New with Left 4 Dead 2) !FGD - If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.
- Move Type (MoveType)
<choices>
(New with Alien Swarm) !FGD - Sets a movetype for this entity, which changes its movement behavior.
- Collision Group (CollisionGroup)
<choices>
(New with Alien Swarm) !FGD - Sets a collision group for this entity, which changes its collision behavior.
- No Animation Sounds (SuppressAnimSounds)
<boolean>
(New with Portal 2) !FGD - Silences sounds linked to animations.
- Disable ShadowDepth (disableshadowdepth)
<boolean>
(New with Portal 2) - Makes this entity not cast a shadow from
env_projectedtexture
s. - Projected Texture Cache (shadowdepthnocache)
<choices>
(New with Portal 2) - 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.
- 0: Default
- 1: No cache - render every frame
- 2: Cache it - render only once
- Disable Flashlight (disableflashlight)
<boolean>
(New with Portal 2) - Used to disable projected texture lighting and shadows on this entity.
Inputs
RenderFields:
-
Alpha
<integer>
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than
0
. -
Color
<color255>
- Sets an RGB color for the entity.