Player

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Image:note.png Note: This entity is not listed in the FGD, and is not intended to be placed in a map with hammer.
Image:note.png Note: Key/values, inputs and outputs vary depending on engine version. (needs more research- this stuff is from ep2)
Table of contents

Entity Description

The player. This entity still exists even if the player is dead.

Keyvalues

Defines the name that other entities refer to this entity by.
  • friction
  • health
The player's health.
  • max_health
The value of "health" cannot exceed this.
  • physdamagescale

Inputs

  • Kill
Removes this entity from the world.
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 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
Changes the entity's parent in the movement hierarchy.
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the Parent's Origin and Angles at the time it is attached.
Removes this entity from its current movement hierarchy.
Set the rendercolor.
Set the renderamt.
  • IgnoreFallDamage
  • IgnoreFallDamageWithoutReset
  • OnSquadMemberKilled
  • DisableFlashlight
Disables the player's flashlight.
  • EnableFlashlight
Enables the player's flashlight.
  • ForceDropPhysObjects
  • SetHealth <integer>
Sets the player's health. Values clamped between 0 and max_health.
  • SetHUDVisibility
  • SetFogController
  • physdamagescale
  • KilledNPC
  • skin <integer>
Sets the model's skin.


Outputs

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
!activator = activator
  • OnIgnite
Fired when the entity is ignited.