Turret Entity

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