Player: Difference between revisions

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(render fields)
m (Robot: fixing template case.)
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== Inputs ==
== Inputs ==
* {{i targetname}}
* {{i targetname}}
* {{i parentname}}
* {{I Parentname}}
* {{i renderfields}}
* {{i renderfields}}
* '''IgnoreFallDamage'''
* '''IgnoreFallDamage'''

Revision as of 19:32, 19 January 2009

Stub

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

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

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/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 <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
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 when the entity is ignited.