point_broadcastclientcommand
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Tip:In other VScript supported titles where this entity is not available, you can use the following entity script inside a point_clientcommand
Note:In 
item equipping related commands only work when bound or used on human player with this entity
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CPointBroadcastClientCommand |
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point_broadcastclientcommand
is a logical entity available in all Source games since
Left 4 Dead. It's an entity that issues commands to each valid client's console, as if it was typed in by that player locally.

function BroadcastCommand(command) {
for(local player; player = Entities.FindByClassname(player, "player"); ) {
EntFire("!self", "Command", command, 0, player);
}
}
and run the function via
clientcommand_name RunScriptCode BroadcastCommand(`console_command_here`)
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
- Command <string >
- Command to execute.
Warning:using " symbol in parameter field will corrupt the VMF file's structure, making the file unviewable for the next Hammer session and unable to be compiled.
Fix:Remove additional " symbols manually with a text editor.
Usable Console variables and commands in multiplayer



Following commands have "server_can_execute" flag.
Console commands
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
echo | <string> | Echo text to console. | |
cancelselect | In ![]() |
||
firstperson | Go into firstperson view | ||
invnext | In ![]() |
||
invprev | In ![]() |
||
lastinv | Equips previously used weapon | ||
(only in ![]() |
Force weapon inspection | ||
(only in ![]() |
Cancel weapon inspection | ||
slot0 - slot10 | In ![]() |
||
(only in ![]() |
Triggers the client to perform a consistency check | ||
cl_soundscape_flush | Flushes the client side soundscapes | ||
play | <string> | <sound path> | Play a sound. |
playgamesound | <string> | <soundscript> | Play a sound from the game sounds txt file |
soundfade | <float> <float> [<float> <float>] | <percent> <hold> [<out> <int>] | Fade in/out all client volume |
sndplaydelay | <float> <string> | <delay_in_sec> <soundname> | Play a sound with a given delay. Negative to skip ahead |
(only in ![]() |
<string> [<float> <float> <float>] | <soundscript> [<x> <y> <z>] | Play sounds from the game sounds txt file at a given location |
snd_setsoundparam | <string> <volume <float 0.0-1.0> |level SNDLVL_<int 1-179>> | <soundscript> <volume <vol> |level SNDLVL_<db>> | Can change level or volume of a soundscript.
examples: snd_setsoundparam Flaregun.Detonate volume 0.1 snd_setsoundparam Flaregun.Detonate level SNDLVL_120 |
redirect | <string> | <server ip address> | Redirect client to specified server. |
retry | Retry connection to current (or last) server. | ||
rpt_connect | |||
r_cleardecals | Clear all client decals | ||
r_screenoverlay | <string> | <material name> | Draw specified material as a screen overlay![]() ![]() In other games, this command will only work without cheats but ONLY on dedicated servers. In ![]() SetScriptOverlayMaterial input on players instead. [todo tested in ?] |
Console variables
player class commands
Some commands are defined in player class and are completely hidden from auto complete. Such commands are also usable on clients connected to server via this entity
Todo: list commands defined in player class which don't require sv_cheats 1 (some examples from l4d2)