rocket_turret_projectile

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[Portal] [Portal 2] rocket_turret_projectile is a point entity available in the Portal series.

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.
To do: 18-21, 25

Model:

World Model (model) <string>
The model this entity should appear as. 128-character limit.
Skin (skin or ModelSkin <Alien Swarm>) <integer>
Some models have multiple skins. This value selects from the index, starting with 0.
Collisions (solid) <choices>
Method of collision for this entity.
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 <Left 4 Dead><Left 4 Dead 2>.
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.
To do: 18-21, 25
Shadow Cast Distance (shadowcastdist) <integer>
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Disable Shadows (disableshadows) <boolean>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving shadows on itself.
Model Index (modelindex) <short> !FGD
Changes the entity's model to a precached model on the map.
Warning: Using an invalid value will instantly crash the game, this includes 0 and 1.
Texture Frame (texframeindex) <integer>
The frame number for any animated textures on this entity.
Model Scale (modelscale) <float> (New with Half-Life 2: Episode Two / Source 2007) !FGD
A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however. Not in [Portal], <Left 4 Dead>, <Left 4 Dead 2>, sdk 2013.
Warning: Negative or extremely high values can cause crashes!
Minimum CPU Level (mincpulevel) <choices> (New with Left 4 Dead)
A user with a CPU level lower than this will not see this object rendered in-game. It's unclear how the CPU level is decided, but most systems are classified as "high".
Maximum CPU Level (maxcpulevel) <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_projectedtextures.
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.


See Also