Player: Difference between revisions
		
		
		
		
		
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 Note:This entity is not listed in the FGD, and is not intended to be placed in a map manually.
Note:This entity is not listed in the FGD, and is not intended to be placed in a map manually.
 Note:Keyvalues, inputs and outputs vary depending on game and engine version.
Note:Keyvalues, inputs and outputs vary depending on game and engine version.
 Warning:Placing a player entity in a map will result in an instant fatal error on map load!
Warning:Placing a player entity in a map will result in an instant fatal error on map load!
 Note:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history
 Note:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history
		
	
| No edit summary | JillCrungus (talk | contribs)  m (Technically the player pretty much /has/ to be in the map, so this is a better description) | ||
| Line 3: | Line 3: | ||
| {{base point|player}} The player itself. This entity still exists even if the player is dead. A pointer to the player can be acquired by using <code>UTIL_GetLocalPlayer()</code>. | {{base point|player}} The player itself. This entity still exists even if the player is dead. A pointer to the player can be acquired by using <code>UTIL_GetLocalPlayer()</code>. | ||
| {{Note|This entity is not listed in the FGD, and is not intended to be placed in a map  | {{Note|This entity is not listed in the FGD, and is not intended to be placed in a map manually.}} | ||
| {{Note|Keyvalues, inputs and outputs vary depending on game and engine version.}} | {{Note|Keyvalues, inputs and outputs vary depending on game and engine version.}} | ||
| {{Warning|Placing a player entity in a map will result in an instant fatal error on map load!}} | {{Warning|Placing a player entity in a map will result in an instant fatal error on map load!}} | ||
Revision as of 04:07, 22 October 2018
Template:Base point The player itself. This entity still exists even if the player is dead. A pointer to the player can be acquired by using UTIL_GetLocalPlayer().
 Note:This entity is not listed in the FGD, and is not intended to be placed in a map manually.
Note:This entity is not listed in the FGD, and is not intended to be placed in a map manually. Note:Keyvalues, inputs and outputs vary depending on game and engine version.
Note:Keyvalues, inputs and outputs vary depending on game and engine version. Warning:Placing a player entity in a map will result in an instant fatal error on map load!
Warning:Placing a player entity in a map will result in an instant fatal error on map load!Keyvalues
- Maximum Health (max_health) ([todo internal name (i)]) <integer>
- The value of "health" cannot exceed this.
- Model Index (modelindex) ([todo internal name (i)]) <integer>
- Changes the player's model to a precached model on the map. Not available in  . .
Inputs
- SetHealth <integer>
- Sets the player's health. Values clamped between 0 and max_health.
- HandleMapEvent <string>
- Tells the game to perform a function, such as unlock an achievement. Hardcoded for specific map names.
- SetHUDVisibility <boolean>
- Hides or displays the HUD. Not available in  series. series.
 Note:The menu can still be accessed, and some HUD elements such as kill-icons may still be visible. Note:The menu can still be accessed, and some HUD elements such as kill-icons may still be visible.
- SetFogController <string>
- Sets the fog controller to use for the !activator. Not available in  series. series.
- SpeakResponseConcept <string>
- Speak the specified response concept immediately. Not available in  series. series.
- IgnoreFallDamage <float>
 Prevent the player from taking fall damage for [n] seconds, but reset back to taking fall damage after the first impact (so players will be hurt if they bounce off what they hit). Prevent the player from taking fall damage for [n] seconds, but reset back to taking fall damage after the first impact (so players will be hurt if they bounce off what they hit).
- IgnoreFallDamageWithoutReset <float>
 Absolutely prevent the player from taking fall damage for [n] seconds. Absolutely prevent the player from taking fall damage for [n] seconds.
- OnSquadMemberKilled
 Notification of a player's NPC ally in the players squad being killed. Notification of a player's NPC ally in the players squad being killed.
- ForceDropPhysObjects
 Force the player to drop any physics objects they are carrying. Force the player to drop any physics objects they are carrying.
- OnRescueZoneTouch
  Fired when a hostage is rescued. This input is also available in the code for Fired when a hostage is rescued. This input is also available in the code for and and . .
- IgnitePlayer <integer>
 Ignites the player with a specified lifetime and causes a reaction (sound and speech). Ignites the player with a specified lifetime and causes a reaction (sound and speech).
 Note:Does not fire the Note:Does not fire the- OnIgniteoutput.
 Bug:Broken since the Jungle Inferno update, only initiates sound and speech but no actual fire. Use trigger_ignite as a workaround.  [todo tested in ?] Bug:Broken since the Jungle Inferno update, only initiates sound and speech but no actual fire. Use trigger_ignite as a workaround.  [todo tested in ?]
- BleedPlayer <integer>
 Bleeds the player with a specified length. Bleeds the player with a specified length.
- RollRareSpell
 Forces the player to roll a rare spell. Only available if spells are enabled on the map. Forces the player to roll a rare spell. Only available if spells are enabled on the map.
- SetCustomModel <string>
 Set a custom player model without animations. Set a custom player model without animations.
- SetCustomModelOffset <vector>
 Set a custom player model position on the player. Set a custom player model position on the player.
- SetCustomModelRotation <vector>
 Set a custom player model rotation on the player. Set a custom player model rotation on the player.
- SetCustomModelRotates <boolean>
 Set if the custom model rotates or not to the player's angles. Set if the custom model rotates or not to the player's angles.
- SetCustomModelVisibleToSelf <boolean>
 Set if the custom model is visible to the player, in thirdperson. Set if the custom model is visible to the player, in thirdperson.
- SetForcedTauntCam <boolean>
 Forces the player into thirdperson mode. Forces the player into thirdperson mode.
- SpeakResponseConcept <string>
 Forces the player to speak the specified response concept, an example being Forces the player to speak the specified response concept, an example being- halloweenlongfall.
 Note:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Inputs for continuation of page historyOutputs
 Note:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history