Player (Left 4 Dead series): Difference between revisions

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(-L4D2 CTerrorPlayer player entity)
 
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{{IO|SetHUDVisibility|param=boolean|Hides or displays the HUD.}}
{{IO|SetHUDVisibility|param=boolean|Hides or displays the HUD.}}
{{IO|SetFogController|param=string|Sets the {{ent|env_fog_controller}} to use.}}
{{IO|SetFogController|param=string|Sets the {{ent|env_fog_controller}} to use.}}
{{IO|SpeakResponseConcept|param=string|Speak the specified [[Response System|response concept]] immediately.|not={{hl2}}{{hl2dm}}{{hl2xbox}}{{hl2episodes}}}}
{{IO|SpeakResponseConcept|param=string|Speak the specified [[Response System|response concept]] immediately.}}
{{IO|IgnoreFallDamage|param=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).}}
{{IO|IgnoreFallDamage|param=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).}}
{{IO|IgnoreFallDamageWithoutReset|param=float|Absolutely prevent the player from taking fall damage for [n] seconds.}} {{note|Should use "OnStartTrouch - !avivator". Consider the Time to be short, if there's another ledge they could jump off while being in the "no damage" timer.}}  
{{IO|IgnoreFallDamageWithoutReset|param=float|Absolutely prevent the player from taking fall damage for [n] seconds.}} {{note|Should use "OnStartTrouch - !avivator". Consider the Time to be short, if there's another ledge they could jump off while being in the "no damage" timer.}}  

Revision as of 10:58, 1 November 2022

Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map.
C++ Class hierarchy
CTerrorPlayer
CCSPlayer
CBaseMultiplayerPlayer
CBasePlayer
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity

Template:L4d2 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!

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.

Inputs

SetHealth <integerRedirectInput/integer>
Sets the player's health. Values clamped between 0 and max_health.
SetHUDVisibility <booleanRedirectInput/boolean>
Hides or displays the HUD.
SetFogController <stringRedirectInput/string>
Sets the env_fog_controller to use.
SpeakResponseConcept <stringRedirectInput/string>
Speak the specified response concept immediately.
IgnoreFallDamage <floatRedirectInput/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).
IgnoreFallDamageWithoutReset <floatRedirectInput/float>
Absolutely prevent the player from taking fall damage for [n] seconds.
Note.pngNote:Should use "OnStartTrouch - !avivator". Consider the Time to be short, if there's another ledge they could jump off while being in the "no damage" timer.
SetCommentaryStatueMode
[Todo].
DisableLedgeHang
Disable ledge hanging by player.
EnableLedgeHang
Enable ledge hanging by player.
TeleportToSurvivorPosition <stringRedirectInput/string>
Teleport a player to an info_survivor_position entity, then freezes them. To unfreeze them, use the ReleaseSurvivorPositions input from info_director or the player's ReleaseFromSurvivorPosition input.
ReleaseFromSurvivorPosition
Unfreezes and releases the player from an info_survivor_position entity if they are at one.
CancelCurrentScene
[Todo]
OnRescueZoneTouch
[Todo]

See Also