logic_playerproxy
From Valve Developer Community
This Point-based Entity is available in all Source Games using the Episode 1 Engine.
Contents |
Entity description
An entity that is used to relay inputs/outputs to the player and back to the world.
Keyvalues
-
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
Inputs
-
Targetname:
-
Kill - Removes this entity from the world.
-
KillHierarchy - Removes this entity and all its children from the world.
-
AddOutput <string> - Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
- Format:
<key> <value> - Format:
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
- SetFlashlightSlowDrain
- Puts the player's flashlight in slow-power-drain mode (for Episodic darkness)
- SetFlashlightNormalDrain
- Puts the player's flashlight to default power drain
- SetPlayerHealth <integer>
- Sets the player's health to this value.
- RequestAmmoState
- Request the ammo state of the player. It will fire PlayerHasAmmo or PlayerHasNoAmmo outputs.
- RequestPlayerHealth
- Requests the current player's health from the proxy. This will fire the PlayerHealth output with the value.
- LowerWeapon (New with Orange Box)
- Lowers the player's weapon.
- EnableCappedPhysicsDamage (New with Orange Box)
- Causes player to take less damage from physics objects, and never more than 30 points from any individual strike.
- DisableCappedPhysicsDamage (New with Orange Box)
- Undoes EnableCappedPhysicsDamage.
- SetLocatorTargetEntity <target_destination> (New with Orange Box)
- Sets the entity that the HUD locator should track. (Usually a vehicle).
Outputs
-
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.
- OnFlashlightOn <float>
- Fired when the player turns on his flashlight. This output has the value of how much energy the player had when this happened [0..1].
- OnFlashlightOff <float>
- Fired when the player turns off his flashlight. This output has the value of how much energy the player had when this happened [0..1].
- PlayerHealth <integer>
- The player's current health value.
- PlayerHasAmmo
- Fired by request if the player has any ammo.
- PlayerHasNoAmmo
- Fired by request if the player doesn't have any ammo.
- PlayerMissedAR2AltFire (New with Orange Box)
- Fired when if player fired an AR2 combine ball that didn't kill any enemies.
- PlayerDied (New with Orange Box)
- Fires when the player dies.
