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Copy pathnpc_portal_turret_floor.fgd
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91 lines (81 loc) · 4.58 KB
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@PointClass base(BaseNPC)
appliesto(SINCE_P2CE)
studioprop()
frustum(_frustum_fov, _frustum_near, TurretRange, _frustum_color, -1)
= npc_portal_turret_floor: "Aperture Science Sentry Turret."
[
damageforce(boolean) : "Damage Pushes Player" : 0 : "Being hit by this turret will push the player back."
spawnflags(flags) : "spawnflags" =
[
32: "Start Active" : 0
64: "Start Inactive" : 0
128: "Fast Retire" : 0
256: "Out of Ammo" : 0
]
modelindex[engine](integer) : "Model" : 0
modelindex(choices) : "Model" : 0 : "Which model the turret uses. The skeleton turret is still functional." =
[
0: "Normal"
1: "Custom Model"
2: "Box"
3: "Backwards"
4: "Skeleton"
]
skinnumber[engine](integer) : "Skin" : 0
skinnumber(choices) : "Skin" : 0 : "Set the skin used for the turret. Only useful on normal (for a destroyed variant) or custom turrets." =
[
0: "Normal"
1: "Destroyed"
]
gagged(boolean) : "Gag Turret" : 0 : "Turret will not speak any lines."
usedasactor(boolean) : "Used As Actor" : 0 : "Turret will not run the standard floor turret code so it can be used as an actor."
pickupenabled(boolean) : "Turret Pickup Allowed" : 1 : "Disables pickup by player."
disablemotion(boolean) : "Disable Motion" : 0 : "Set for turrets that can't move in the world."
allowshootthroughportals(boolean) : "Allow Shooting Through Portals" : 0 : "Turrets will not try to shoot through portals unless this is set."
turretrange(float) : "Maximum Range" : 1024 : "How far the turret will be able to see targets."
loadalternativemodels(boolean) : "Load Defective Models" : 0 : "Should this turret precache the defective models? Needed for late switching."
usesuperdamagescale(boolean) : "Use Super Damage" : 0 : "Setting this to true will scale the turret's damage by a very large amount."
collisiontype[engine](integer) : "Collision Type" : 0
collisiontype(choices) : "Collision Type" : 0 : "Allow collision with the player to be turned off for very special cases." =
[
0: "Normal"
1: "Debris"
]
model[engine](studio) : "Custom Model" : "models/npcs/turret/turret.mdl"
model(choices) : "Custom Model" : "models/npcs/turret/turret.mdl" : "The model to show as in Hammer, or a custom model to use." =
[
"models/npcs/turret/turret.mdl": "Normal"
"models/npcs/turret/turret_boxed.mdl": "Box"
"models/npcs/turret/turret_backwards.mdl": "Backwards"
"models/npcs/turret/turret_skeleton.mdl": "Skeleton"
]
skin(integer) : "[H] Skin" : 0 : "The skin to show, mainly for the normal model."
turretrange[P1, !engine](integer) readonly : "<Maximum Range>" : 1500 : "How far the turret will be able to see targets. Always 1500 in Portal 1, but this keyvalue is needed to display the preview."
_frustum_color[!engine](string) readonly : "<Frustum Color>" : "255 0 0" : "Ignore, needed to color the range preview."
// Inputs
input FireBullet(string) : "Causes the turret to instantly fire at the specified entity."
input Toggle(void) : "Toggle enabled state."
input Enable(void) : "Enable the turret."
input Disable(void) : "Disable the turret."
input DepleteAmmo(void) : "Depletes all the ammo from a turret, causing it to dry-fire."
input RestoreAmmo(void) : "Restores ammo to a turret, allowing it to fire live rounds again."
input EnableGagging(void) : "Prevents the turret from speaking any lines."
input DisableGagging(void) : "Allows the turret to speak again."
input EnablePickup(void) : "Enables player pickup of the turret."
input DisablePickup(void) : "Disables player pickup of the turret."
input SelfDestruct(void) : "Causes the turret to play lines, ignite and then explode."
input SelfDestructImmediately(void) : "Cause the turret to explode immediately."
input SetAsBouncePainted(void) : "Force this turret to be painted with bounce paint."
input EnableMotion(void) : "Enable physics motion."
input DisableMotion(void) : "Disable physics motion."
input SetModel[engine](string) : "Was string in P1, now int in P2."
input SetModel(integer) : "Change the model, where the parameter is an integer from 0-4. Requires the Load Defective Models keyvalue to be true!"
// Outputs
output OnDeploy(void) : "Turret has seen the player and is deploying its arms."
output OnRetire(void) : "Turret has lost sight of the player and is returning to sleep mode."
output OnTipped(void) : "Turret has been tipped over and 'died'."
output OnExplode(void) : "Turret has exploded."
output OnPhysGunPickup(void) : "Turret was picked up by player."
output OnPhysGunDrop(void) : "Turret was dropped by player."
output OnPainted(void) : "Fires when the turret is first painted or if repainted by a different color."
]