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1 | 1 | @PointClass base(BaseNPC, ResponseContext) |
2 | | - studioprop() line(0 0 255, targetname, TripwireAimTarget) |
| 2 | + studioprop() |
| 3 | + line(0 0 255, targetname, TripwireAimTarget) |
| 4 | + line(128 128 128, targetname, TripwireFilter) |
3 | 5 | appliesto(P2CE) |
4 | 6 | sphere(turretrange) |
5 | 7 | = npc_rocket_turret: "Aims a rocket at a target." |
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13 | 15 | rocketlifetime(float) : "Rocket Lifetime" : 20 : "The rocket will automatically detonate after this number of seconds." |
14 | 16 | FireCooldown(float) : "Fire Cooldown" : 4 : "The time it takes for the rocket turret to reset after firing a rocket." |
15 | 17 | LockonTime(float) : "Lockon Time" : 1.5 : "The time it takes for the rocket turret to fire a rocket after locking onto a target." |
| 18 | + LockonSound(sound): "Lockon Sound" : "RocketTurret.LockonBeep" : "The sound played when locking onto a target." |
| 19 | + AcquireEnemies(boolean) : "Acquire Enemies" : 0 : "If enabled, the turret will automatically find enemies with a HATE relationship." |
| 20 | + AllowShootThroughPortals[engine](integer): "Shooting Through Portals": 0 |
| 21 | + AllowShootThroughPortals(choices): "Shooting Through Portals" : 0 : "Determines which enemies the turret will shoot at through portals." = |
| 22 | + [ |
| 23 | + 0: "Disabled" |
| 24 | + 1: "Players Only" |
| 25 | + 2: "Players + NPCs" |
| 26 | + ] |
| 27 | + |
16 | 28 | 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." |
17 | 29 | TripwireAimTarget(target_destination) : "Tripwire Aim Target" : : "In tripwire mode, the entity to aim at." |
18 | | - model(studio) : "Model" : "models/props_bts/rocket_sentry.mdl" : "Model to use in-game" |
| 30 | + TripwireFilter(filterclass) : "Tripwire Filter" : : "If set, overrides which entities trigger rockets in tripwire mode. For normal mode, use an ai_relationship and 'Acquire Enemies'." |
| 31 | + model(studio) : "Model" : "models/props_bts/rocket_sentry.mdl" : "Model to use for the turret." |
| 32 | + |
| 33 | + 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." |
| 34 | + beammaterial(sprite) : "Beam Material" : "effects/bluelaser1.vmt" : "Material to use for the laser beam." |
| 35 | + glowmaterial(sprite) : "Glow Material" : "sprites/light_glow03.vmt" : "Material to use for the glow sprite at the end of the laser beam." |
19 | 36 |
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20 | 37 | turretrange(float) : "Maximum Range" : 8192 : "How far the turret will be able to see targets." |
21 | 38 |
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22 | 39 | // Inputs |
23 | 40 | input Toggle(void) : "Toggles between activated and deactivated states." |
24 | | - input Enable(void) : "Activate Rocket Turret, and allow it to begin scanning." |
25 | | - input Disable(void) : "Deactivate and retract the Rocket Turret." |
26 | | - input SetTarget(target_destination) : "Sets the target for this turret to attack." |
| 41 | + input Enable(void) : "Activate the rocket turret, and allow it to begin scanning." |
| 42 | + input Disable(void) : "Deactivate and retract the rocket turret." |
| 43 | + input SetTarget(target_destination) : "Sets the target for this turret to attack. The turret will ignore everything else until a new target is given." |
| 44 | + input SetAutoTarget(void) : "Allow this turret to automatically find enemies." |
27 | 45 | input Destroy(void) : "Sets this turret to it's destroyed state." |
28 | 46 | input ForceFire(void) : "Makes the turret immediately fire a rocket where it is pointing." |
| 47 | + input SetTripwireTarget(target_destination) : "Set the aim target for tripwire mode." |
| 48 | + input SetTripwireFilter(filterclass) : "Set the filter to determine which entities trigger the tripwire. Pass nothing to revert to default." |
| 49 | + input ToggleTripwire(void) : "Toggle tripwire mode on and off." |
| 50 | + input EnableTripwire(void) : "Enable tripwire mode." |
| 51 | + input DisableTripwire(void) : "Disable tripwire mode." |
29 | 52 |
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30 | 53 | // Outputs |
31 | 54 | output OnFoundTarget(void) : "Fired when the rocket turret finds an unobstructed target." |
32 | 55 | output OnLostTarget(void) : "Fired when turret's target is blocked." |
33 | 56 | output OnDeath(void) : "Fired after this turret finishes it's destroy think and begins it's death think." |
| 57 | + 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." |
| 58 | + output OnRocketFired(void): "Triggers when a rocket is fired, passing the rocket as !activator." |
| 59 | + output OnRocketFizzled(void): "Triggers when a rocket hits a fizzler, or the turret itself." |
| 60 | + output OnRocketExploded(void): "Triggers when a rocket impacts something." |
34 | 61 | ] |
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