Skip to end of metadata
Go to start of metadata

Overview

The Turret Entity in CRYENGINE allows you to setup static, or dynamic turrets which can be used for defense or offense gameplay. Protect an important location or used in an AI assault against the player, there are plenty of tunable options for the Turret entity to get it to do what you want!

Parameters

Param

Description

CloakDetectionDistance

 

groupId

 

Faction

 

Model

Define the CDF model to be used for the turret.

PrimaryWeapon

Primary weapon script that the turret will use for firing.

PrimaryWeaponFOVDegrees

Field of View for the primary weapon.

PrimaryWeaponJointName

 

PrimaryWeaponRangeCheckOffset

 

TurretState

 

Usable

Specifies if the object is usable.

UsableOnlyOnce

If true, the object can only be used once.

UseMessage

Display a message when the object is in range of the player to be used. Can be a localization string.

AutoAimTargetParams

 

fallbackOffset

 

innerRadius

 

outRadius

 

physicsTargetBone

 

primaryTargetBone

 

secondaryTargetBone

 

snapRadius

 

snapRadiusTagged

 

Behavior

 

MaxStopFireSeconds

 

MinStopFireSeconds

 

AimVerticalOffset

 

MaxStartFireDelaySeconds

 

MinStartFireDelaySeconds

 

PredictionDelaySeconds

 

ReevaluateTargetSeconds

 

BackToSearchSeconds

 

DampenVelocityTimeSeconds

 

LastVelocityValueWeight

 

Distance

 

Height

 

RandomOffsetRange

 

RandomOffsetSeconds

 

YawDegreesHalfLimit

 

YawDegreesPerSecond

 

LimitPauseSeconds

 

RandomOffsetRange

 

RandomOffsetSeconds

 

IsThreat

 

Damage

 

BodyDamage

Location for the BodyDamage script file.

BodyDamageParts

Location for the BodyDamageParts script file.

BodyDestructibility

Location for the Destructability script file.

health

Sets the total damage the entity can take before it is destroyed.

Laser

 

DotEffect

Particle to be used for the laser dot effect.

Enabled

Set to false if you don't want to use a laser dot effect.

Geometry

Geometry file for the laser beam effect.

JointName

 

OffsetX

Offset the laser effect in X/Y/Z space.

OffsetY

Offset the laser effect in X/Y/Z space.

OffsetZ

Offset the laser effect in X/Y/Z space.

Range

Maximum Range for the laser effect to be displayed.

ShowDot

Specify if you want to show the dot effect or not (while still displaying the geometry).

SourceEffect

Particle to be used if the laser targets the player in the eyes, typically a glare/blinding type of effect.

Thickness

Overall thickness of the laser effect.

Mannequin

 

AnimationDatabase

Location for the .adb Mannequin file.

ControllerDef

Location for the ControllerDef Mannequin file.

RateOfDeath

 

attackRange

Distance used to calculate (in conjunction with some CVars from the AI system) the zone a target is in (kill zone, near combat, far combat)

hitMaxRange

Multiplier ranges used when calculating the random target offset. Different values for when we should be missing or hitting the target.

hitMinRange

Multiplier ranges used when calculating the random target offset. Different values for when we should be missing or hitting the target.

hitOffsetIntervalSeconds

Time in seconds before each update of the target offset. Different values for when we should be missing or hitting the target.

missMaxRange

Multiplier ranges used when calculating the random target offset. Different values for when we should be missing or hitting the target.

missMineRange

Multiplier ranges used when calculating the random target offset. Different values for when we should be missing or hitting the target.

missOffsetIntervalSeconds

Time in seconds before each update of the target offset. Different values for when we should be missing or hitting the target.

Sound

 

Alerted

Sound to be used if the turret locates the player.

AlertedTimeoutSeconds

Time, in seconds, for the turret to forget they spotted the player.

GameHintName

 

HorizontalJointName

 

HorizontalLoopingSoundDelaySeconds

Time, in seconds, to delay the horizontal movement loop sound.

HorizontalMovementLoop

Sound to be used and during the horizontal movement action.

HorizontalMovementStart

Sound to be used when starting the horizontal movement action.

HorizontalMovementStop

Sound to be used when stopping the horizontal movement action.

LockedOnTarget

Sound to be used if the turret successfully locks onto the player.

LockedOnTargetSeconds

 

MovementStartSoundThresholdDegreesSecond

 

MovementStopSoundThresholdDegreesSecond

 

VerticalJointName

 

VerticalLoopingSoundDelaySeconds

Time, in seconds, to delay the vertical movement loop sound.

VerticalMovementLoop

Sound to be used and during the vertical movement action.

VeritcalMovementStart

Sound to be used when starting the vertical movement action.

VerticalMovementStop

Sound to be used when stopping the vertical movement action.

Vision

 

CloakDetectionDistance

DEPRECATED - Minimum distance the player can get from the turret before detection, while in cloak.

EyeFov

Field of View for targeting.

EyeJointName

 

EyeRange

Maximum range, in meters, that the turret can see through the "eye".

RadarFov

Field of View for radar.

RadarRange

Maximum range, in meters, that the turret can detect enemies via radar.

RadarVerticalOffset

 

  • No labels