Logic playerproxy: Difference between revisions
		
		
		
		
		
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 (added OrangeBox stuff, I think...)  | 
				 (Cleanup and added new inputs / outputs)  | 
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{{  | {{base point ep1|logic_playerproxy}}  | ||
== Entity description ==  | == Entity description ==  | ||
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== Keyvalues ==  | == Keyvalues ==  | ||
{{KV Targetname}}  | |||
{{KV DamageFilter}}  | |||
== Inputs ==  | == Inputs ==  | ||
{{IO|RequestPlayerHealth|Requests the current player's health from the proxy. This will fire the PlayerHealth output with the value.}}  | |||
{{IO|SetFlashlightSlowDrain|Puts the player's flashlight in slow-power-drain mode (for Episodic darkness)}}  | |||
{{IO|SetFlashlightNormalDrain|Puts the player's flashlight to default power drain}}  | |||
{{IO|SetPlayerHealth|Sets the player's health to this value.|param=integer}}  | |||
{{IO|RequestAmmoState|Request the ammo state of the player. It will fire PlayerHasAmmo or PlayerHasNoAmmo outputs.}}  | |||
{{IO|LowerWeapon|Lowers the players weapon.|since=EP2}}  | |||
{{IO|EnableCappedPhysicsDamage|Cause player to take less damage from physics objects, and never more than 30 points from any individual strike.|since=EP2}}  | |||
{{IO|DisableCappedPhysicsDamage|Undo effects of EnableCappedPhysicsDamage|since=EP2}}  | |||
{{IO|SetLocatorTargetEntity|Set the entity that the HUD locator should track. (Usually a vehicle)|param=string|since=EP2}}  | |||
{{IO|AddPotatosToPortalgun|Change portalgun bodygroup to show potatos.|since=P2}}  | |||
{{IO|RemovePotatosFromPortalgun|Change portalgun bodygroup to not show potatos.|since=P2}}  | |||
{{IO|SetDropEnabled|Set wether the player is allowed to drop a carried object.|param=bool|since=P2}}  | |||
{{IO|ForceVMGrabController|Force the player to use the view model grab controller for all objects that are picked up.|since=P2}}  | |||
{{IO|ForcePhysicsGrabController|Force the player to use the physics grab controller for all objects that are picked up.|since=P2}}  | |||
{{IO|ResetGrabControllerBehavior|Resets the grab controller used by the player to its default behavior.|since=P2}}  | |||
{{IO|SetMotionBlurAmount|Forces the motion blur effect on the player. Set to < 0 to disable this override.|param=float|since=P2}}  | |||
{{I Targetname}}  | |||
{{I DamageFilter}}  | |||
== Outputs ==  | == Outputs ==  | ||
{{IO|OnFlashlightOn|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].|param=float}}  | |||
{{IO|OnFlashlightOff|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].|param=float}}  | |||
{{IO|PlayerHealth|The player's current health value.|param=integer}}  | |||
{{IO|PlayerHasAmmo|Fired by request if the player has any ammo.}}  | |||
{{IO|PlayerHasNoAmmo|Fired by request if the player doesn't have any ammo.}}  | |||
{{IO|PlayerMissedAR2AltFire|Player fired an AR2 combine ball that didn't kill any enemies.|since=EP2}}  | |||
{{IO|PlayerDied|Fires when the player dies.|since=EP2}}  | |||
{{IO|OnStartSlowingTime|Fired when a Portal player initiates slow time.|since=AS}}  | |||
{{IO|OnStopSlowingTime|Fired when a Portal player stops slowing time.|since=AS}}  | |||
{{IO|OnPrimaryPortalPlaced|Fired when a Portal player successfully places the primary portal.|since=P2}}  | |||
{{IO|OnSecondaryPortalPlaced|Fired when a Portal player successfully places the secondary portal.|since=P2}}  | |||
{{IO|OnDuck|Fired when a player starts to duck.|since=P2}}  | |||
{{IO|OnUnDuck|Fired when a player releases the duck button.|since=P2}}  | |||
{{IO|OnJump|Fired when a player jumps.|since=P2}}  | |||
{{O Targetname}}  | |||
Revision as of 22:51, 8 June 2011
Entity description
An entity that is used to relay inputs/outputs to the player and back to the world.
Keyvalues
- Name (targetname) <string>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities 
DamageFilter:
- Damage Filter (damagefilter) <targetname>
 - Name of the filter_damage_type entity that controls which entities can damage us.
 
Inputs
- RequestPlayerHealth
 - Requests the current player's health from the proxy. This will fire the PlayerHealth output with the value.
 
- 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.
 
- LowerWeapon   (in all games since 
) - Lowers the players weapon.
 
- EnableCappedPhysicsDamage   (in all games since 
) - Cause player to take less damage from physics objects, and never more than 30 points from any individual strike.
 
- DisableCappedPhysicsDamage   (in all games since 
) - Undo effects of EnableCappedPhysicsDamage
 
- SetLocatorTargetEntity  <string> (in all games since 
) - Set the entity that the HUD locator should track. (Usually a vehicle)
 
- AddPotatosToPortalgun   (in all games since 
) - Change portalgun bodygroup to show potatos.
 
- RemovePotatosFromPortalgun   (in all games since 
) - Change portalgun bodygroup to not show potatos.
 
- SetDropEnabled  <boolean> (in all games since 
) - Set wether the player is allowed to drop a carried object.
 
- ForceVMGrabController   (in all games since 
) - Force the player to use the view model grab controller for all objects that are picked up.
 
- ForcePhysicsGrabController   (in all games since 
) - Force the player to use the physics grab controller for all objects that are picked up.
 
- ResetGrabControllerBehavior   (in all games since 
) - Resets the grab controller used by the player to its default behavior.
 
- SetMotionBlurAmount  <float> (in all games since 
) - Forces the motion blur effect on the player. Set to < 0 to disable this override.
 
DamageFilter:
- SetDamageFilter <string>
 - Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.
 
Outputs
- 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   (in all games since 
) - Player fired an AR2 combine ball that didn't kill any enemies.
 
- PlayerDied   (in all games since 
) - Fires when the player dies.
 
- OnStartSlowingTime   (in all games since 
) - Fired when a Portal player initiates slow time.
 
- OnStopSlowingTime   (in all games since 
) - Fired when a Portal player stops slowing time.
 
- OnPrimaryPortalPlaced   (in all games since 
) - Fired when a Portal player successfully places the primary portal.
 
- OnSecondaryPortalPlaced   (in all games since 
) - Fired when a Portal player successfully places the secondary portal.
 
- OnDuck   (in all games since 
) - Fired when a player starts to duck.
 
- OnUnDuck   (in all games since 
) - Fired when a player releases the duck button.
 
- OnJump   (in all games since 
) - Fired when a player jumps.