Player: Difference between revisions

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m (added some information about SetHUDVisibility input)
(→‎Keyvalues: fixed some formatting.)
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== Keyvalues ==
== Keyvalues ==
{{note|These keyvalues should be changed on a player with [[AddOutput]].}}
{{note|These keyvalues should be changed on a player with [[AddOutput]].}}
{{KV|Health (health)|integer|The player's health.}}
{{KV|Health|intn=health|integer|The player's health.}}
{{KV|Maximum Health (max_health)|integer|The value of "health" cannot exceed this.}}
{{KV|Maximum Health|intn=max_health|integer|The value of "health" cannot exceed this.}}
{{KV|Collisions (solid)|choices|Method of collision for the player.}}
{{KV|Collisions|intn=solid|choices|Method of collision for the player.}}
:*0: None
:*0: None
:*1: BSP ([[QPhysics]]) {{not in FGD}}
:*1: BSP ([[QPhysics]]) {{not in FGD}}
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:*5: Custom/Test {{not in FGD}}
:*5: Custom/Test {{not in FGD}}
:*6: [[VPhysics]]
:*6: [[VPhysics]]
{{KV|Model Index (modelindex)|integer|Changes the player's model to a precached model on the map. Not available in {{tf2}}.}}
{{KV|Model Index|intn=modelindex|integer|Changes the player's model to a precached model on the map.|not={{tf2}}}}
{{KV|Lighting Origin (LightingOrigin)|targetname|Select an entity (not {{ent|info_lighting}}!) from which to sample lighting instead of the entity's [[origin]].}}
{{KV|Lighting Origin|intn=LightingOrigin|targetname|Select an entity (not {{ent|info_lighting}}!) from which to sample lighting instead of the entity's [[origin]].}}
{{KV|Lighting Origin Offset (LightingOriginHack)|targetname|The {{ent|info_lighting_relative}} from which to sample lighting instead of the entity's origin. Not in {{l4d}}{{l4d2}}.}}
{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The {{ent|info_lighting_relative}} from which to sample lighting instead of the entity's origin.|not={{l4ds}}.}}
{{KV|Damage Filter Name (damagefilter)|targetname|When this entity receives damage, it will [[filter]] by this entity.}}
{{KV|Damage Filter Name|intn=damagefilter|targetname|When this entity receives damage, it will [[filter]] by this entity.}}
{{KV|Start Fade Distance (fademindist)|float|Distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
{{KV|Start Fade Distance|intn=fademindist|float|Distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
{{KV|End Fade Distance (fademaxdist)|float|Distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
{{KV|End Fade Distance|intn=fademaxdist|float|Distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
{{KV|Fade Scale (fadescale)|float|If specified in the {{ent|worldspawn}}, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also {{ent|$noforcedfade}}.}}
{{KV|Fade Scale|intn=fadescale|float|If specified in the {{ent|worldspawn}}, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also {{ent|$noforcedfade}}.}}
{{KV|[[Render Mode]] (rendermode)|choices|Set a non-standard rendering mode on this entity.}}
{{KV|[[Render Mode]]|intn=rendermode|choices|Set a non-standard rendering mode on this entity.}}
:{{ExpandBox|
:{{ExpandBox|
:*0: Normal
:*0: Normal
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:*9: World Space Glow
:*9: World Space Glow
:*10: Don't Render}}
:*10: Don't Render}}
{{KV|Render FX / Transparency (0 - 255) (renderamt)|int|Transparency amount, requires a Render Mode other than '''Normal'''. 0 is invisible, 255 is fully visible.}}
{{KV|Render FX / Transparency (0 - 255)|intn=renderamt|int|Transparency amount, requires a Render Mode other than '''Normal'''. 0 is invisible, 255 is fully visible.}}
{{KV|Render Color (R G B) (rendercolor)|color255|Color tint.}}
{{KV|Render Color (R G B)|intn=rendercolor|color255|Color tint.}}
{{KV|Render FX (renderfx)|choices|Preset pattern of appearance effects.}}
{{KV Render FX}}
:{{ExpandBox|
{{KV|Shadow Cast Distance|intn=shadowcastdist|int|Sets how far the entity casts dynamic shadows. 0 means default distance from the [[shadow_control]] entity.}}
:*'''0:''' None
{{KV|Disable Shadows|intn=disableshadows|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].}}
:*'''1:''' Slow Pulse
{{KV|Disable Receiving Shadows|intn=disablereceiveshadows|boolean|Prevent the entity from receiving shadows on itself.}}
:*'''2:''' Fast Pulse
{{KV|Model Scale|intn=modelscale|float|A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.|since=OB|not={{portal}}{{l4ds}}{{src13}}}}
:*'''3:''' Slow Wide Pulse
:*'''4:''' Fast Wide Pulse
:*'''5:''' Slow Fade Away
:*'''6:''' Fast Fade Away
:*'''7:''' Slow Become Solid
:*'''8:''' Fast Become Solid
:*'''9:''' Slow Strobe
:*'''10:''' Fast Strobe
:*'''11:''' Faster Strobe
:*'''12:''' Slow Flicker
:*'''13:''' Fast Flicker
:*'''14:''' Constant Glow
:*'''15:''' Distort
:*'''16:''' Hologram (Distort + fade)
:*'''17:''' Scale Up
:*'''22:''' Spotlight FX
:*'''23:''' Cull By Distance
:*'''24:''' Fade Wider Pulse
:*'''26:''' Fade Near}}
:{{todo|18-21, 25}}
{{KV|Shadow Cast Distance (shadowcastdist)|int|Sets how far the entity casts dynamic shadows. 0 means default distance from the [[shadow_control]] entity.}}
{{KV|Disable Shadows (disableshadows)|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].}}
{{KV|Disable Receiving Shadows (disablereceiveshadows)|boolean|Prevent the entity from receiving shadows on itself.}}
{{KV|Model Scale (modelscale)|float|A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however. Not in {{portal}}, {{l4d}}, {{l4d2}}, sdk 2013.|since=OB}}
:{{warning|Negative or extremely high values can cause crashes!}}
:{{warning|Negative or extremely high values can cause crashes!}}
{{KV|Glow Backface Multiple (glowbackfacemult)|float|nofgd=1|If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.|since=L4D2}}
{{KV|Glow Backface Multiple|intn=glowbackfacemult|float|nofgd=1|If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.|since=L4D2}}
{{KV|Move Type (MoveType)|choices|Sets a movetype for this entity, which changes its movement behavior.|since=AS|nofgd=1}}
{{KV|Move Type|intn=MoveType|choices|Sets a movetype for this entity, which changes its movement behavior.|since=AS|nofgd=1}}
:{{ExpandBox|
:{{ExpandBox|
:*0: None, don't move
:*0: None, don't move
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:*10: Spectator
:*10: Spectator
:*11: Custom}}
:*11: Custom}}
{{KV|Collision Group (CollisionGroup)|choices|Sets a collision group for this entity, which changes its collision behavior.|since=AS|nofgd=1}}
{{KV|Collision Group|intn=CollisionGroup|choices|Sets a collision group for this entity, which changes its collision behavior.|since=AS|nofgd=1}}
:{{ExpandBox|
:{{ExpandBox|
:*0: None
:*0: None
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:*17: NPC Actor, NPCs ignore the player
:*17: NPC Actor, NPCs ignore the player
:*18: NPC Scripted, NPCs do not collide with each other}}
:*18: NPC Scripted, NPCs do not collide with each other}}
{{KV|Base Velocity (BaseVelocity)|Vector|Adds to the velocity of the player. <br>Format:<code> <x> <y> <z> </code>|nofgd=1}}
{{KV|Base Velocity|intn=BaseVelocity|Vector|Adds to the velocity of the player. <br>Format:<code> <x> <y> <z> </code>|nofgd=1}}
:{{todo|Test for games other than {{portal}},{{portal2}} and {{tf2}}}}
:{{todo|Test for games other than {{portal}}{{portal2}}{{tf2}}}}
{{KV|Disable ShadowDepth (disableshadowdepth)|boolean|Makes this entity not cast a shadow from {{ent|env_projectedtexture}}s.|since=P2}}
{{KV|Disable ShadowDepth|intn=disableshadowdepth|boolean|Makes this entity not cast a shadow from {{ent|env_projectedtexture}}s.|since=P2}}
{{KV|Projected Texture Cache (shadowdepthnocache)|choices|Used to hint [[env_projectedtexture|projected texture system]] whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.|since=P2}}
{{KV|Projected Texture Cache|intn=shadowdepthnocache|choices|Used to hint [[env_projectedtexture|projected texture system]] whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.|since=P2}}
:*0: Default
:*0: Default
:*1: No cache - render every frame
:*1: No cache - render every frame
:*2: Cache it - render only once
:*2: Cache it - render only once
{{KV|Disable Flashlight (disableflashlight)|boolean|Used to disable [[env_projectedtexture|projected texture]] lighting and shadows on this entity.|since=P2}}
{{KV|Disable Flashlight|intn=disableflashlight|boolean|Used to disable [[env_projectedtexture|projected texture]] lighting and shadows on this entity.|since=P2}}
{{KV BaseEntity}}
{{KV BaseEntity}}



Revision as of 11:05, 7 April 2022

Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map.

Template:Base point The player itself. This entity still exists even if the player is dead.

Warning.pngWarning:This entity is not intended to be placed in a map manually. Doing so will result in an instant fatal error on map load!
Note.pngNote:Keyvalues, inputs, outputs and Dimensions vary depending on game and engine version.
Tip.pngTip:A pointer to the player can be acquired by using UTIL_GetLocalPlayer().
Note.pngNote:NPCs are not players, whereas bots are.

Keyvalues

Note.pngNote:These keyvalues should be changed on a player with AddOutput.
Health (health) <integer>
The player's health.
Maximum Health (max_health) <integer>
The value of "health" cannot exceed this.
Collisions (solid) <choices>
Method of collision for the player.
Model Index (modelindex) <integer> (not in Team Fortress 2)
Changes the player's model to a precached model on the map.
Lighting Origin (LightingOrigin) <targetname>
Select an entity (not info_lighting!) from which to sample lighting instead of the entity's origin.
Lighting Origin Offset (LightingOriginHack) <targetname> (not in Left 4 Dead seriesLeft 4 Dead series.)
The info_lighting_relative from which to sample lighting instead of the entity's origin.
Damage Filter Name (damagefilter) <targetname>
When this entity receives damage, it will filter by this entity.
Start Fade Distance (fademindist) <float>
Distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
End Fade Distance (fademaxdist) <float>
Distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) <float>
If specified in the worldspawn, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also $noforcedfade.
Render Mode (rendermode) <choices>
Set a non-standard rendering mode on this entity.

  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest
  • 5: Additive
  • 6: Removed, does nothing
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX / Transparency (0 - 255) (renderamt) <integer>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
Shadow Cast Distance (shadowcastdist) <integer>
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Disable Shadows (disableshadows) <boolean>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving shadows on itself.
Model Scale (modelscale) <float> (in all games since OB) (not in PortalLeft 4 Dead seriesLeft 4 Dead seriesSource 2013)
A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.
Warning.pngWarning:Negative or extremely high values can cause crashes!
Glow Backface Multiple (glowbackfacemult) <float> (in all games since Left 4 Dead 2) !FGD
If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.
Move Type (MoveType) <choices> (in all games since Alien Swarm) !FGD
Sets a movetype for this entity, which changes its movement behavior.

  • 0: None, don't move
  • 1: Isometric
  • 2: Walk, player only, moving on ground
  • 3: NPC, movement
  • 4: Fly, no gravity
  • 5: Fly, with gravity
  • 6: Physics
  • 7: Push
  • 8: Noclip
  • 9: Ladder, for players on ladders
  • 10: Spectator
  • 11: Custom
Collision Group (CollisionGroup) <choices> (in all games since Alien Swarm) !FGD
Sets a collision group for this entity, which changes its collision behavior.

  • 0: None
  • 1: Debris, collides only with the world and static props
  • 2: Debris, with trigger interaction
  • 3: Interactive Debris, doesn't collide with other debris
  • 4: Interactive, collides with everything except debris
  • 5: Player
  • 6: Breakable Glass
  • 7: Vehicle
  • 8: Player Movement
  • 9: In-Vehicle
  • 10: Weapon
  • 11: Vehicle Clip
  • 12: Projectile
  • 13: Door blocker, not permitted to go near doors
  • 14: Passable Door
  • 15: Dissolving
  • 16: Pushaway
  • 17: NPC Actor, NPCs ignore the player
  • 18: NPC Scripted, NPCs do not collide with each other
Base Velocity (BaseVelocity) <vector> !FGD
Adds to the velocity of the player.
Format: <x> <y> <z>
Todo: Test for games other than PortalPortal 2Team Fortress 2
Disable ShadowDepth (disableshadowdepth) <boolean> (in all games since Portal 2)
Makes this entity not cast a shadow from env_projectedtextures.
Projected Texture Cache (shadowdepthnocache) <choices> (in all games since Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
  • 0: Default
  • 1: No cache - render every frame
  • 2: Cache it - render only once
Disable Flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.


Inputs

SetHealth <integerRedirectInput/integer>
Sets the player's health. Values clamped between 0 and max_health.
HandleMapEvent <stringRedirectInput/string>
Tells the game to perform a function, such as unlock an achievement. Hardcoded for specific map names.
SetHUDVisibility <booleanRedirectInput/boolean>
Hides or displays the HUD. Not available in Half-Life 2 series.
Note.pngNote:The menu can still be accessed, and some HUD elements such as kill-icons may still be visible.
Icon-Bug.pngBug:In Team Fortress 2 and Counter-Strike: Global Offensive, using this input with a parameter override of 0 will disable any weapon-switching of the target.
Todo: Test in other games.
  [todo tested in ?]
SetFogController <stringRedirectInput/string>
Sets the fog controller to use for the !activator. Not available in Half-Life 2 series.
SpeakResponseConcept <stringRedirectInput/string>
Speak the specified response concept immediately. Not available in Half-Life 2 series.
IgnoreFallDamage <floatRedirectInput/float>
Half-Life 2 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 <floatRedirectInput/float>
Half-Life 2 Absolutely prevent the player from taking fall damage for [n] seconds.
OnSquadMemberKilled
Half-Life 2 Notification of a player's NPC ally in the players squad being killed.
DisableFlashlight
Half-Life 2 Disables the player's flashlight.
EnableFlashlight
Half-Life 2 Enables the player's flashlight.
ForceDropPhysObjects
Half-Life 2 Force the player to drop any physics objects they are carrying.
OnRescueZoneTouch
Counter-Strike: SourceCounter-Strike: Global Offensive Fired when a hostage is rescued. This input is also available in the code for Left 4 Dead and Left 4 Dead 2.
SetCommentaryStatueMode
Left 4 Dead [Todo].
DisableLedgeHang
Left 4 Dead 2 Disable ledge hanging by player.
EnableLedgeHang
Left 4 Dead 2 Enable ledge hanging by player.
TeleportToSurvivorPosition <stringRedirectInput/string>
Left 4 Dead 2 Teleport a player to an info_survivor_position entity, then freezes them. To unfreeze them, use the ReleaseSurvivorPositions input from info_director.
IgnitePlayer <integerRedirectInput/integer>
Team Fortress 2 Ignites the player with a specified lifetime and causes a reaction (sound and speech).
Note.pngNote:Does not fire the OnIgnite output.
Icon-Bug.pngBug:Broken since the Jungle Inferno update, only initiates sound and speech but no actual fire. Use trigger_ignite as a workaround.  [todo tested in ?]
ExtinguishPlayer
Team Fortress 2 Extinguishes the player.
BleedPlayer <integerRedirectInput/integer>
Team Fortress 2 Bleeds the player with a specified length.
RollRareSpell
Team Fortress 2 Forces the player to roll a rare spell. Only available if spells are enabled on the map.
SetCustomModel <stringRedirectInput/string>
Team Fortress 2 Set a custom player model without animations.
Note.pngNote:Using "" as the model argument will instead clear the target's custom model, returning the player to normal.
SetCustomModelOffset <vectorRedirectInput/Vector>
Team Fortress 2 Set a custom player model position on the player.
SetCustomModelRotation <vectorRedirectInput/Vector>
Team Fortress 2 Set a custom player model rotation on the player.
ClearCustomModelRotation
Team Fortress 2 Clears the custom player model rotation.
SetCustomModelRotates <booleanRedirectInput/boolean>
Team Fortress 2 Set if the custom model rotates or not to the player's angles.
SetCustomModelVisibleToSelf <booleanRedirectInput/boolean>
Team Fortress 2 Set if the custom model is visible to the player, in thirdperson.
SetForcedTauntCam <booleanRedirectInput/boolean>
Team Fortress 2 Forces the player into thirdperson mode.
SpeakResponseConcept <stringRedirectInput/string>
Team Fortress 2 Forces the player to speak the specified response concept, an example being halloweenlongfall.
TriggerLootIslandAchievement
Team Fortress 2 [Todo].
TriggerLootIslandAchievement2
Team Fortress 2 [Todo].
RoundSpawn
Team Fortress 2 Clears any magic spell within the player's current spell book.
Note.pngNote:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history

Outputs

Note.pngNote:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history