*\cTurrets - LOTS of 'em Up front it needs to be said that this map is NOT a good example of the use of turrets in an actual map. This map is loaded with player-eating turrets in relatively small spaces for demonstration purposes only. God mode is recommended. *\cTRACK turrets This map contains TRACK turrets that fire weapons or act as security cameras. Weapon-firing turrets will track and fire at the player (unless they are controlled by the player from one of the func_monitors in the next room - see below). Tracking speed is dependent on both the turret 'speed' value and the game skill level. On easy skill, turret speed is identical to the standard game. The biggest 'gotcha' with turret construction is embedding the turret_breach origin in a solid other than the turret_breach (for example in the turret_base). Don't do that :-) The brush model security camera in this room tracks an invisible func_train that roams around this room. The camera will target monsters if any are available, and revert back to following the train when monsters (or the player) leave the area. *\cMODEL_TURRET Two model_turrets are present in this map, a security camera to the right above the help button, and a machinegun turret. Both of these turrets use models from the Deadlode2 mod. Currently model_turret will most likely require some trial-and-error on the part of the mapper to get the turret aligned correctly with the base. Future versions may have pre-defined turret/base combinations with offsets hard-wired in the code... or maybe not. *\cFUNC_MONITOR Weapon-firing turrets are all controlled from one func_monitor; security cameras from the other. To access the monitor, move within 100 units of it, look at it, and press +use. Extract yourself from the monitor with a second +use. If you (or, actually, your body double) is damaged while using a func_monitor, you will return to your normal state so that you can defend yourself. Players *cannot* be killed while using a func_monitor, though they come very close. Each of the func_monitor-controlled turrets has a unique 'count' value that specifies the order of the turret in the rotation. When using a func_monitor, press the strafe keys to switch to the next turret in the sequence. *\cMisc_actor Two-legged actors work fine as robots unless the THIRDPERSON spawnflag of the func_monitor is used (it isn't in this map). Our suggestion for THIRDPERSON robots - Johnny5 from polycount. While the actor is used as a robot, he is a mindless drone under the complete control of the player. You may: > Fire the robot's weapon, > Walk/run forwards/back, > Jump and crouch, > Touch trigger fields normally reserved for the player. You *cannot*, however, touch buttons. If you want a robot to touch a button, surround the button with a trigger_multiple that targets the button or make the button shootable. *\cPopup turret In the room with the machinegun turret, destroying one of the security cameras triggers a popup turret to drop down out of the ceiling. This turret_breach and turret_base 'movewith' an invisible model_train. The turret can fire while dropping into position.