Player (Left 4 Dead series): Difference between revisions

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{{IO|TeleportToSurvivorPosition|param=string|Teleport a player to an {{ent|info_survivor_position}} entity, then freezes them. To unfreeze them, use the <code>ReleaseSurvivorPositions</code> input from {{ent|info_director}} or the player's <code>ReleaseFromSurvivorPosition</code> input.}}
{{IO|TeleportToSurvivorPosition|param=string|Teleport a player to an {{ent|info_survivor_position}} entity, then freezes them. To unfreeze them, use the <code>ReleaseSurvivorPositions</code> input from {{ent|info_director}} or the player's <code>ReleaseFromSurvivorPosition</code> input.}}
{{IO|ReleaseFromSurvivorPosition|Unfreezes and releases the player from an {{ent|info_survivor_position}} entity if they are at one.}}
{{IO|ReleaseFromSurvivorPosition|Unfreezes and releases the player from an {{ent|info_survivor_position}} entity if they are at one.}}
{{IO|CancelCurrentScene|{{todo}}}}
{{IO|CancelCurrentScene|Cancels scene that's currently playing. Used in c6m3 to stop L4D2 survivors talking with L4D1 survivors when they start the elevator.}}
{{IO|OnRescueZoneTouch|{{todo}}}}
{{IO|OnRescueZoneTouch|{{todo}}}}


== See Also ==
== See Also ==
* [[player]]
* [[player]]

Revision as of 11:47, 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
Cancels scene that's currently playing. Used in c6m3 to stop L4D2 survivors talking with L4D1 survivors when they start the elevator.
OnRescueZoneTouch
[Todo]

See Also