npc_turret_sentry_tday { HullType "HULL_CUSTOM" AIClass small_turret collideWithPlayer 1 BodyType other ArmorType heavy title #NPC_TURRET_HEAVY ui_targetinfo "ui/targetinfo_npc_basic" [$mp] ui_targetinfo "" [$sp] Health 600 [$sp] Health 1200 [$mp] mechanical 1 titanStompable 0 turret_explode_on_death 0 SmartAmmoLockType any BaseClass "npc_turret_sentry" DefaultModelName "models/Robots/turret_heavy/turret_heavy.mdl" DefaultWeapon "mp_weapon_turret_tday" DrawEnemyHealthBar 0 DrawTargetHealthBar 0 LookDistDefault_Idle 10000 LookDistDefault_Alert 10000 LookDistDefault_Combat 10000 FOV_Vert_Offset -20 FOV_Near_Dist 180 // use near values up to this distance FOV_Far_Dist 10000 // use far values after this distance, interpolate horizontal in between, use far for vertical FOV_Idle_Near_Horz 180 FOV_Idle_Near_Vert 180 FOV_Idle_Far_Horz 180 FOV_Idle_Far_Vert 180 FOV_Alert_Near_Horz 180 FOV_Alert_Near_Vert 180 FOV_Alert_Far_Horz 180 FOV_Alert_Far_Vert 180 FOV_Combat_Near_Horz 180 FOV_Combat_Near_Vert 180 FOV_Combat_Far_Horz 180 FOV_Combat_Far_Vert 180 MaxTurretYaw 90 YawSpeed 40 AimAngularSpeed 55 meleeable 0 suppressLSP_duration 10 magneticRange 90 aim_laser_disabled 1 sound0 "MegaTurret_Servos_Clunk" // start sound sound1 "MegaTurret_Servos_Tilt_LP" // pitch sound sound2 "MegaTurret_Servos_Rotate_LP" // yaw sound windup_time 0.0 start_active 0 }