player
player
is a point entity available in all Source games. The player itself or a bot. NPCs are not players. This entity still exists even if the player is dead.
Note:Keyvalues, inputs, outputs and Dimensions vary depending on game and engine version.[Clarify]
Tip:In singleplayer, a pointer to the player can be acquired by using
UTIL_GetLocalPlayer()
.Note:This is a preserved entity in .
- On a new round, its properties including its position will intentionally not reset. You can use logic_auto to emulate resetting it.
- Killing it removes it forever, as it is not respawned on a new round.
- It cannot be spawned with a point_template.
- Parenting this with non preserved entities may have undesirable effects.
Limitations/Bugs
Important:This entity is not intended to be placed in a map manually. Doing so will result in an instant fatal error on map load!
Keyvalues
Note:These keyvalues should be changed on a player with AddOutput.
- Health
(health)
<integer> - The player's health.
- Maximum Health
(max_health)
<integer> - The value of "health" cannot exceed this.
- Collisions
(solid)
<choices> - Method of collision for the player.
- 0: None
- 1: BSP (QPhysics) !FGD
- 2: Bounding box
- 3: Bounding box !FGD
- 4: Bounding box, constrained to Yaw only !FGD
- 5: Custom/Test !FGD
- 6: VPhysics
- Model Index
(modelindex)
<integer> (not in ) - Changes the player's model to a precached model on the map.
- Lighting Origin
(LightingOrigin)
<targetname> - Select an entity (not
info_lighting
!) from which to sample lighting instead of the entity's origin.
- Lighting Origin Offset
(LightingOriginHack)
<targetname> (not in ) - The
info_lighting_relative
from which to sample lighting instead of the entity's origin.
- Damage Filter Name
(damagefilter)
<targetname> - When this entity receives damage, it will filter by this entity.
- Start Fade Distance
(fademindist)
<float> - Distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- End Fade Distance
(fademaxdist)
<float> - Distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale
(fadescale)
<float> - If specified in the
worldspawn
, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also$noforcedfade
.
- Render Mode
(rendermode)
<choices> - Set a non-standard rendering mode on this entity.
- 0: Normal
- 1: Color
- 2: Texture
- 3: Glow
- 4: Solid/Alphatest
- 5: Additive
- 6: Removed, does nothing
- 7: Additive Fractional Frame
- 8: Alpha Add
- 9: World Space Glow
- 10: Don't Render
- Render FX / Transparency (0 - 255)
(renderamt)
<integer> - Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
(rendercolor)
<color255> - Color tint.
- Render FX
(renderfx)
<choices> - Various somewhat legacy alpha effects.
Bug:Alpha effects from 0 to 10 are unavailable due to the bug in code in Counter-Strike: Global Offensive
|
- Shadow Cast Distance
(shadowcastdist)
<integer> - Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadows
(disableshadows)
<boolean> - Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
- Disable Receiving Shadows
(disablereceiveshadows)
<boolean> - Prevent the entity from receiving shadows on itself.
- Model Scale
(modelscale)
<float> (in all games since ) (not in ) - A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.
- Warning:Negative or extremely high values can cause crashes!
- Glow Backface Multiple
(glowbackfacemult)
<float> (in all games since ) !FGD - If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.
- Move Type
(MoveType)
<choices> (in all games since ) !FGD - Sets a movetype for this entity, which changes its movement behavior.
- 0: None, don't move
- 1: Isometric
- 2: Walk, player only, moving on ground
- 3: NPC, movement
- 4: Fly, no gravity
- 5: Fly, with gravity
- 6: Physics
- 7: Push
- 8: Noclip
- 9: Ladder, for players on ladders
- 10: Spectator
- 11: Custom
- Collision Group
(CollisionGroup)
<choices> (in all games since ) !FGD - Sets a collision group for this entity, which changes its collision behavior.
- 0: None
- 1: Debris, collides only with the world and static props
- 2: Debris, with trigger interaction
- 3: Interactive Debris, doesn't collide with other debris
- 4: Interactive, collides with everything except debris
- 5: Player
- 6: Breakable Glass
- 7: Vehicle
- 8: Player Movement
- 9: In-Vehicle
- 10: Weapon
- 11: Vehicle Clip
- 12: Projectile
- 13: Door blocker, not permitted to go near doors
- 14: Passable Door
- 15: Dissolving
- 16: Pushaway
- 17: NPC Actor, NPCs ignore the player
- 18: NPC Scripted, NPCs do not collide with each other
- Disable ShadowDepth
(disableshadowdepth)
<boolean> (in all games since ) - Makes this entity not cast a shadow from
env_projectedtexture
s.
- Projected Texture Cache
(shadowdepthnocache)
<choices> (in all games since ) - Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
- 0: Default
- 1: No cache - render every frame
- 2: Cache it - render only once
- Disable Flashlight
(disableflashlight)
<boolean> (in all games since ) - Used to disable projected texture lighting and shadows on this entity.
Base:
- Parent
(parentname)
<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment]
)Tip:Entities transition to the next map with their parentsTip:phys_constraint
can be used as a workaround if parenting fails.
- Origin (X Y Z)
(origin)
<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.Note:Hammer does not move the entities accordingly only in the editor.
- Pitch Yaw Roll (X Y Z)
(angles)
<angle> - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.Note:This works on brush entities, although Hammer doesn't show the new angles.
- Classname
(classname)
<string> !FGD - Determines the characteristics of the entity before it spawns. Tip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
- Flags
(spawnflags)
<integer> !FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Effects
(effects)
<integer> !FGD - Combination of effect flags to use.
- Entity Scripts
(vscripts)
<scriptlist> (in all games since ) (also in ) - Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions. Scripts executed on the worldspawn entity will be placed in root scope.
- Think function
(thinkfunction)
<string> (in all games since ) (also in ) - Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate)
<boolean> (in all games since ) !FGD - Set to Yes to lag compensate this entity. Should be used very sparingly!
- Is Automatic-Aim Target
(is_autoaim_target)
<boolean> (in all games since ) !FGD - If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
Inputs
SetHealth
<integer>- Sets the player's health. Values clamped between 0 and
max_health
.
HandleMapEvent
<string>- Tells the game to perform a function, such as unlock an achievement. Hardcoded for specific map names.
SetHUDVisibility
<boolean> (not in )- Hides or displays the HUD.
- Note:The menu can still be accessed, and some HUD elements such as kill-icons may still be visible.
SetFogController
<string> (not in )- Sets the
env_fog_controller
to use.
SpeakResponseConcept
<string> (not in )- Speak the specified response concept immediately.
IgnoreFallDamage
<float> (only in )- Prevent the player from taking fall damage for [n] seconds, but reset back to taking fall damage after the first impact (so players will be hurt if they bounce off what they hit).
IgnoreFallDamageWithoutReset
<float> (only in and )- Absolutely prevent the player from taking fall damage for [n] seconds.
Note:Should use "OnStartTouch - !activator - IgnoreFallDamageWithoutReset - 5 - Delay of 0". To disable fall damage for five seconds. Don't give it too much time, else players can exploit it to continue falling nearby areas without taking any damage.
OnSquadMemberKilled
(only in )- Notification of a player's NPC ally in the players squad being killed.
ForceDropPhysObjects
(only in )- Force the player to drop any physics objects they are carrying.
OnRescueZoneTouch
(only in )- Fired when a hostage is rescued. This input is also available in the code for and .
.
TeleportToSurvivorPosition
<string> (only in )- Teleport a player to an
info_survivor_position
entity, then freezes them. To unfreeze them, use theReleaseSurvivorPositions
input frominfo_director
or the player'sReleaseFromSurvivorPosition
input.
ReleaseFromSurvivorPosition
(only in )- Unfreezes and releases the player from an
info_survivor_position
entity if they are at one.
SetGlowEnabled
<boolean> (only in )- Sets if this player is allowed to glow through walls if not visible.
IgnitePlayer
<integer> (only in )- Ignites the player with a specified lifetime and causes a reaction (sound and speech).
- Note:Does not fire the
OnIgnite
output. - Bug:Broken since the Jungle Inferno update, initiating sound and speech but no actual fire. Use
trigger_ignite
as a workaround.
BleedPlayer
<integer> (only in )- Bleeds the player with a specified length.
RollRareSpell
(only in )- Forces the player to roll a rare spell. Only available if spells are enabled on the map.
SetCustomModel
<string> (only in )- Set a custom player model without animations.
- Note:Using
""
as the model argument will instead clear the target's custom model, returning the player to normal.
SetCustomModelWithClassAnimations
<string> (only in )- Set a custom player model with animations.
SetCustomModelOffset
<vector> (only in )- Set a custom player model position on the player.
SetCustomModelRotation
<vector> (only in )- Set a custom player model rotation on the player.
SetCustomModelRotates
<boolean> (only in )- Set if the custom model rotates or not to the player's angles.
SetCustomModelVisibleToSelf
<boolean> (only in )- Set if the custom model is visible to the player, in thirdperson.
SetForcedTauntCam
<boolean> (only in )- Forces the player into thirdperson mode.
SpeakResponseConcept
<string> (only in )- Forces the player to speak the specified response concept, an example being
halloweenlongfall
.
SetScriptOverlayMaterial
(only in )- Sets a custom overlay material. This overlay is separate from normal overlays (e.g. burning or env_screenoverlay) and will not get overriden.
.
.
RoundSpawn
(only in )- Clears any magic spell within the player's current spell book.
PerformForcedWeaponDeploy
<string> (only in ) !FGD- Forces the player to use specified weapon with pickup animation.
Note:Pickup animation doesn't always work, this somehow depends on player's ammo and other weapons.
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script> (in all games since ) (also in )- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string> (in all games since ) (also in )- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since ) !FGD- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
Model:
SetBodyGroup
<integer>- Sets the the active
$bodygroup
.
Ignite
- Makes the entity catch on fire indefinitely.
IgniteLifetime
<float>- Makes the entity catch on fire for a given amount of time.
IgniteNumHitboxFires
<integer> (removed since )- Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in onward.
IgniteHitboxFireScale
<float> (removed since )- Makes the entity catch on fire with a given scale for hitbox fire particles. Does not function correctly in onward.
BecomeRagdoll
- Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains
$collisionjoints
. For other models,phys_convert
can be used instead.
SetLightingOrigin
<targetname>- Sets the entity's lighting origin to use this entity's position.
(removed since )SetLightingOriginHack
<targetname>- Deprecated. Offsets the entity's lighting origin by their distance from an
info_lighting_relative
. UseSetLightingOrigin
instead.
fademindist
<float>- Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
fademaxdist
<float>- Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
SetModelScale
<vector> (only in )- Multiplies the size of the model. Does not alter the physics collisions in most cases. Can take two values separated by a space, in which case the first value would be the target model scale and the second value would be the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.Tip:The
modelscale
keyvalue can be AddOutputed as a workaround for other games with this input missing.
Warning:Negative or extremely high values can cause crashes!
SetCycle
<float> (only in )- Skip to a specific point in the current animation.
SetModel
<string> (only in )- Changes the model to the specified path. Form of models/ammo/ammo_us.mdl.
Important:Absolutely NO quotes! Make sure you use the forward slash '/'. Merasmus says to heed this advice, else thou shalt corrupt the VMF.
SetPlayBackRate
<float> (only in )- Change the animation speed multiplier.
Alpha
<integer>- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than 0.
AlternativeSorting
<boolean>- Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color
<color255>- Sets an RGB color for the entity.
SetDamageFilter
<targetname>- Sets a filter for this entity for when it receives damage.
EnableDamageForces
- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
- Prevents the entity from being pushed by damage done to it.
Reflection:
DisableDrawInFastReflection
(in all games since )- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
EnableDrawInFastReflection
(in all games since )- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
Shadow:
DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying
EF_NOSHADOW
.
EnableShadow
- Turn dynamic shadows on for this entity.
DisableReceivingFlashlight
(in all games since )- This object will not receive light or shadows from projected textures.
Outputs
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs. OnKilled
(only in )- This output fires when the entity is killed and removed from the game.
Warning:Under no ideal circumstances can this output be useful on
player
entities, as sending Kill to players forces them into a glitchy state and causes unexpected problems, and by the time this output is fired the player is already removed with no way to bring them back.Model:
OnIgnite
!FGD- Fired when the entity catches fire, such as from an
env_entity_igniter
or theIgnite
inputs.