Logic playerproxy: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
No edit summary
Line 1: Line 1:
{{base point ep1|logic_playerproxy}} It is used to relay inputs/outputs to the player and back to the world.
{{base point|logic_playerproxy}}  
 
==Entity description==
It is used to relay inputs/outputs to the player and back to the world.


== Keyvalues ==
== Keyvalues ==

Revision as of 14:01, 24 May 2012

Template:Base point

Entity description

It 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. parentname or target).
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 <integerRedirectInput/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 Half-Life 2: Episode Two)
Lowers the players weapon.
EnableCappedPhysicsDamage  (in all games since Half-Life 2: Episode Two)
Cause player to take less damage from physics objects, and never more than 30 points from any individual strike.
DisableCappedPhysicsDamage  (in all games since Half-Life 2: Episode Two)
Undo effects of EnableCappedPhysicsDamage
SetLocatorTargetEntity <stringRedirectInput/string> (in all games since Half-Life 2: Episode Two)
Set the entity that the HUD locator should track. (Usually a vehicle)
AddPotatosToPortalgun  (in all games since Portal 2)
Change portalgun bodygroup to show potatos.
RemovePotatosFromPortalgun  (in all games since Portal 2)
Change portalgun bodygroup to not show potatos.
SetDropEnabled <booleanRedirectInput/boolean> (in all games since Portal 2)
Set wether the player is allowed to drop a carried object.
ForceVMGrabController  (in all games since Portal 2)
Force the player to use the view model grab controller for all objects that are picked up.
ForcePhysicsGrabController  (in all games since Portal 2)
Force the player to use the physics grab controller for all objects that are picked up.
ResetGrabControllerBehavior  (in all games since Portal 2)
Resets the grab controller used by the player to its default behavior.
SetMotionBlurAmount <floatRedirectInput/float> (in all games since Portal 2)
Forces the motion blur effect on the player. Set to < 0 to disable this override.

DamageFilter:

SetDamageFilter <stringRedirectInput/string>
Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.

Outputs

OnFlashlightOn <floatRedirectInput/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 <floatRedirectInput/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 <integerRedirectInput/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 Half-Life 2: Episode Two)
Player fired an AR2 combine ball that didn't kill any enemies.
PlayerDied  (in all games since Half-Life 2: Episode Two)
Fires when the player dies.
OnStartSlowingTime  (in all games since Alien Swarm)
Fired when a Portal player initiates slow time.
OnStopSlowingTime  (in all games since Alien Swarm)
Fired when a Portal player stops slowing time.
OnPrimaryPortalPlaced  (in all games since Portal 2)
Fired when a Portal player successfully places the primary portal.
OnSecondaryPortalPlaced  (in all games since Portal 2)
Fired when a Portal player successfully places the secondary portal.
OnDuck  (in all games since Portal 2)
Fired when a player starts to duck.
OnUnDuck  (in all games since Portal 2)
Fired when a player releases the duck button.
OnJump  (in all games since Portal 2)
Fired when a player jumps.