The custom sentry subplugin is called
ff2_projectile_turret, you can find it on sarysa's private bosses/rages thread but ill put it here (you need to compile it tho)
Code:
"ability5"
{
"name" "rage_projectile_turret"
"arg1" "1" // Number of turrets to drop every Rage
"arg2" "3" // Turret type (0=decoy, 1=rocket, 2=grenade, 3=cannon, 4=arrow (NOTE: 4 gets converted to rocket!)
"arg3" "0.8" // Delay between shots in seconds
"arg4" "30" // Damage (Hale's melee damage modifier WILL affect this value)
"arg5" "1.0" // Projectile speed relative to standard projectiles
"arg6" "4" // Turret firing directions (1=front only, 2=front and back, 3=front and sides, 4=all sides)
"arg7" "0.0" // Lifetime (0.0 will only despawn when destroyed or when round ends)
"arg8" "2000" // HP of turrets (set to 0 to make it invincible) I don't think turrets can receive crits.
"arg9" "2" // 0 = always fire, 1 = motion sensor, 2 = motion sensor + arc + direct fire at closest target
"arg10" "30.0" // If arg9 is 2, maximum angle deviation to search for players (over 90 will collide with turret)
"arg11" "1000.0" // If arg9 is 2, maximum distance a player can be from turret to trigger motion detection
"arg12" "1" // Self destruct when owner dies? (1 = yes, 0 = no)
"arg13" "3" // Spawn pattern
// 0 = front of hale, 1 = any angle relative to hale, 2 = any angle except within 45 degrees of front, 3 TARDIS logic (add 4 to any of these to apply the hale's momentum to the spawn).
"arg14" "-20,-20,0 20,20,30" // If the above is 3, need to specify the dimensions of the turret relative to origin
// Format: minX,minY,minZ maxX,maxY,maxZ
"arg15" "models/bossname/bossextra/model.mdl" // Path to models for the turrets
"arg16" "12,0,40 -12,0,40 0,12,40 0,-12,40" // Front, back, left, and right weapons fire spawners' offset from origin
// Float or int values accepted (all required even if unused)
// Format (check your spacing!): x,y,z x,y,z x,y,z x,y,z
"arg17" "models/bossname/bossextra/projectilemodel.mdl" // Path to override model
"arg18" "5" // max number of turrets to have out
"plugin_name" "ff2_projectile_turret"
}
"ability6"
{
"name" "rage_turret_aesthetics"
"arg1" "freak_fortress_2/bossname/bossextra/firesound.mp3" // firing sound
"arg2" "freak_fortress_2/bossname/bossextra/killsound.mp3" // mapwide sound to play when a turret kills someone
// the subplugin will automatically search on the sound folder, no need to add "sound/" to the sound paths
"arg3" "" // mapwide sound to play when someone dies to melee. the above will overlap with any FF2 kill sounds so you can't use the FF2 version.
"arg4" "" // reserved for name of a firing effect. (not yet implemented, don't use)
"arg5" "1.0" // delay between beacon effects. if this is 0.0, there will be no beacon.
"arg6" "buttons/blip1.wav" // optional sound to play for beacon
"plugin_name" "ff2_projectile_turret"
}
As for the viewmodel subplugin its private
And the "portal gun" subplugin doesn't exist yet, there's something similar to it but its private too