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8 changes: 7 additions & 1 deletion fgd/point/npc/npc_portal_turret_floor.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -36,7 +36,13 @@
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."
AllowShootThroughPortals[engine](integer): "Shooting Through Portals": 0
AllowShootThroughPortals(choices): "Shooting Through Portals" : 0 : "Determines which enemies the turret will shoot at through portals." =
[
0: "Disabled"
1: "Players Only"
2: "Players + NPCs"
]
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."
Expand Down
37 changes: 32 additions & 5 deletions fgd/point/npc/npc_rocket_turret.fgd
Original file line number Diff line number Diff line change
@@ -1,5 +1,7 @@
@PointClass base(BaseNPC, ResponseContext)
studioprop() line(0 0 255, targetname, TripwireAimTarget)
studioprop()
line(0 0 255, targetname, TripwireAimTarget)
line(128 128 128, targetname, TripwireFilter)
appliesto(P2CE)
sphere(turretrange)
= npc_rocket_turret: "Aims a rocket at a target."
Expand All @@ -13,22 +15,47 @@
rocketlifetime(float) : "Rocket Lifetime" : 20 : "The rocket will automatically detonate after this number of seconds."
FireCooldown(float) : "Fire Cooldown" : 4 : "The time it takes for the rocket turret to reset after firing a rocket."
LockonTime(float) : "Lockon Time" : 1.5 : "The time it takes for the rocket turret to fire a rocket after locking onto a target."
LockonSound(sound): "Lockon Sound" : "RocketTurret.LockonBeep" : "The sound played when locking onto a target."
AcquireEnemies(boolean) : "Acquire Enemies" : 0 : "If enabled, the turret will automatically find enemies with a HATE relationship."
AllowShootThroughPortals[engine](integer): "Shooting Through Portals": 0
AllowShootThroughPortals(choices): "Shooting Through Portals" : 0 : "Determines which enemies the turret will shoot at through portals." =
[
0: "Disabled"
1: "Players Only"
2: "Players + NPCs"
]

TripwireMode(boolean) : "Tripwire Mode" : 0 : "Makes the turret aim in a specific direction instead of following the target. When the beam is crossed, a rocket instantly fires."
TripwireAimTarget(target_destination) : "Tripwire Aim Target" : : "In tripwire mode, the entity to aim at."
model(studio) : "Model" : "models/props_bts/rocket_sentry.mdl" : "Model to use in-game"
TripwireFilter(filterclass) : "Tripwire Filter" : : "If set, overrides which entities trigger rockets in tripwire mode. For normal mode, use an ai_relationship and 'Acquire Enemies'."
model(studio) : "Model" : "models/props_bts/rocket_sentry.mdl" : "Model to use for the turret."

beamcolor(color255) : "Beam Color" : "100 100 255 100" : "The color and brightness of the laser beam and glow sprite. The default beam material is not tintable."
beammaterial(sprite) : "Beam Material" : "effects/bluelaser1.vmt" : "Material to use for the laser beam."
glowmaterial(sprite) : "Glow Material" : "sprites/light_glow03.vmt" : "Material to use for the glow sprite at the end of the laser beam."

turretrange(float) : "Maximum Range" : 8192 : "How far the turret will be able to see targets."

// Inputs
input Toggle(void) : "Toggles between activated and deactivated states."
input Enable(void) : "Activate Rocket Turret, and allow it to begin scanning."
input Disable(void) : "Deactivate and retract the Rocket Turret."
input SetTarget(target_destination) : "Sets the target for this turret to attack."
input Enable(void) : "Activate the rocket turret, and allow it to begin scanning."
input Disable(void) : "Deactivate and retract the rocket turret."
input SetTarget(target_destination) : "Sets the target for this turret to attack. The turret will ignore everything else until a new target is given."
input SetAutoTarget(void) : "Allow this turret to automatically find enemies."
input Destroy(void) : "Sets this turret to it's destroyed state."
input ForceFire(void) : "Makes the turret immediately fire a rocket where it is pointing."
input SetTripwireTarget(target_destination) : "Set the aim target for tripwire mode."
input SetTripwireFilter(filterclass) : "Set the filter to determine which entities trigger the tripwire. Pass nothing to revert to default."
input ToggleTripwire(void) : "Toggle tripwire mode on and off."
input EnableTripwire(void) : "Enable tripwire mode."
input DisableTripwire(void) : "Disable tripwire mode."

// Outputs
output OnFoundTarget(void) : "Fired when the rocket turret finds an unobstructed target."
output OnLostTarget(void) : "Fired when turret's target is blocked."
output OnDeath(void) : "Fired after this turret finishes it's destroy think and begins it's death think."
output OnTripped(void): "Fired when the beam intersects an enemy, and is either locking on or immediately firing for tripwire mode. The target is passed as !activator."
output OnRocketFired(void): "Triggers when a rocket is fired, passing the rocket as !activator."
output OnRocketFizzled(void): "Triggers when a rocket hits a fizzler, or the turret itself."
output OnRocketExploded(void): "Triggers when a rocket impacts something."
]
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