npc_turret_ceiling
- Half-Life: Alyx
Point Entity
Combine Ceiling Turret
Keyvalues
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Spawnflags (
spawnflags
) <Flags
>- Autostart
- Start Inactive
- Never Retire
- Out of Ammo
-
Starting health (
health
) <Integer
> -
Min req'd damage for hurting turret (
minhealthdmg
) <Integer
> -
Scan When Idle (
scanwhenidle
) <Boolean
> -
Scan Speed (
scanspeed
) <Float
> -
World model (
model
) <Studio
> -
Gun model (
gun_model
) <Studio
> -
Targeting Entity Name (
targeting_entity_name
) <String
>
Inputs
-
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
Enable <
Void
>
If closed, open. -
Disable <
Void
>
If open, close. -
Toggle <
Void
>
Toggle - If open, close. If closed, open.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. -
OnDeploy <
Void
>
Turret is becoming active and dangerous. -
OnRetire <
Void
>
Turret is becoming inactive and harmless. -
OnTipped <
Void
>
Turret has been tipped over and is inactive.