They meant to make appearance in half life alyx along with basically all the gang from hl2 including OG combine soldiers, though for some reason after the game rework done in 2018, the half of the gang was cut and replaced with really off place enemies that never EVER seen on any half life game, and the turret is simply an leftover with broken AI due to valve updating the engine during that time causing to turrets AI to broke down.
Also the reason why doesn't attack the citizen becuase it needs to be completely renamed to npc_citizen to order turret to recognised since they are simple port from HL2.
@@W_PipelineBecause citizen, probably, has the wrong NPC Class (NPC:Classify()/NPC:GetNPCClass() GLua analogs, NOT Entity:GetClass()!) that turret doesnt recognize, and it doesnt have a default D_HT relationship.
"really off place enemies" - you mean the Reviver and Jeff? Is this just your theory or do you have more info on the subject? I've heard of the rework but I thought it mostly concerned the story elements rather than NPCs and stuff. Also aren't most of the enemy NPCs from HL2 in some form in HL Alyx? I guess Antlion Guard, fast zombie, Gunships are missing, are you implying those NPCs were meant to appear in HL:A at some point?
i know this is a year old goddamn video, but i figure the reason those turrets shoot at some NPCs but not all is due to the "relationship" system carried over from HL2. its sort of like a team system.. pretend that there's red, blue, green, & yellow. red would be player/citizens/rebels, blue would be combine/breen/machines, green would be zombies & headcrabs, yellow would be antlions. its not literally like that, but its a pretty good example. seems like a majority of the NPC names and classes in Alyx are shared with their old HL2 counterparts, too, so that tracks also that death animation seems to be new yet old, the self-destruct sequence IS identical to HL2 with the particles and everything, but they're not supposed to do that upon being knocked over, so its probably some leftover flag
Actually, those "teams" are actually NPC classes. You can get those in GMod, NPC:Classify() or NPC:GetNPCClass(). I used those in my mod, but unlike my mod, those turrets dont have default D_HT disposition.
@@johnfreeman6434 Oh and you'd be surprised how much 2004 code is still in the game too. There's even some old code from the Quake engine still in HL:A
They meant to make appearance in half life alyx along with basically all the gang from hl2 including OG combine soldiers, though for some reason after the game rework done in 2018, the half of the gang was cut and replaced with really off place enemies that never EVER seen on any half life game, and the turret is simply an leftover with broken AI due to valve updating the engine during that time causing to turrets AI to broke down.
Also the reason why doesn't attack the citizen becuase it needs to be completely renamed to npc_citizen to order turret to recognised since they are simple port from HL2.
@@W_Pipelinethink it’s from episode 2 with that janky death animation like with the end of the antlion defense section
@@W_PipelineBecause citizen, probably, has the wrong NPC Class (NPC:Classify()/NPC:GetNPCClass() GLua analogs, NOT Entity:GetClass()!) that turret doesnt recognize, and it doesnt have a default D_HT relationship.
"really off place enemies" - you mean the Reviver and Jeff? Is this just your theory or do you have more info on the subject? I've heard of the rework but I thought it mostly concerned the story elements rather than NPCs and stuff.
Also aren't most of the enemy NPCs from HL2 in some form in HL Alyx? I guess Antlion Guard, fast zombie, Gunships are missing, are you implying those NPCs were meant to appear in HL:A at some point?
I really wish the turret was used more often in half life alyx just like in hl2
1:08 it's the episode 2 death animation
i know this is a year old goddamn video, but i figure the reason those turrets shoot at some NPCs but not all is due to the "relationship" system carried over from HL2. its sort of like a team system.. pretend that there's red, blue, green, & yellow. red would be player/citizens/rebels, blue would be combine/breen/machines, green would be zombies & headcrabs, yellow would be antlions. its not literally like that, but its a pretty good example. seems like a majority of the NPC names and classes in Alyx are shared with their old HL2 counterparts, too, so that tracks
also that death animation seems to be new yet old, the self-destruct sequence IS identical to HL2 with the particles and everything, but they're not supposed to do that upon being knocked over, so its probably some leftover flag
the exploding part is from episode 2 in the antlion cave defense part
Actually, those "teams" are actually NPC classes. You can get those in GMod, NPC:Classify() or NPC:GetNPCClass(). I used those in my mod, but unlike my mod, those turrets dont have default D_HT disposition.
Ah yes lovely turret
I see them as a friend all the time
Underrated video,
Also, Theres a portal turret easter egg.
Its one of the grafitis you can find.
Exactly the info I was looking for. Thx!
Awesome vid, and nice to see valve get away with 2004 models in a 2020 game
@@johnfreeman6434 Oh and you'd be surprised how much 2004 code is still in the game too.
There's even some old code from the Quake engine still in HL:A
@@johnfreeman6434 btw nice username. hope your brother is doing well
We are now filled with hate for gabe aka enas voice actor is now known as a rapist for what he has done
WE WANT THE END OF GAME RUN WITH THE TURRET!!!!!!!!!!
I'll get around to it eventually
@@giberic whennnnnnnnnnnnnnnnnnn 😭😭😭😭
Awesome vid !
yes
make ENA - Temptation stairway as an actual game