Player (Left 4 Dead series): Difference between revisions
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Warning: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:These keyvalues should be changed on a player with AddOutput.
(-CancelCurrentScene description) |
(-SetCommentaryStatueMode description) |
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{{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.}} | ||
{{IO|SetCommentaryStatueMode| | {{IO|SetCommentaryStatueMode|param=boolean|When set to 1 player bot will be stopped and have hp set to 1048576 (2^20). Setting it back to will leave the bot with 1 hp}} | ||
{{IO|DisableLedgeHang|Disable ledge hanging by player.}} | {{IO|DisableLedgeHang|Disable ledge hanging by player.}} | ||
{{IO|EnableLedgeHang|Enable ledge hanging by player.}} | {{IO|EnableLedgeHang|Enable ledge hanging by player.}} |
Revision as of 12:10, 1 November 2022
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CTerrorPlayer |
Template:L4d2 point The player itself. This entity still exists even if the player is dead.

Keyvalues

- Health (health) <integer>
- The player's health.
- Maximum Health (max_health) <integer>
- The value of "health" cannot exceed this.
Inputs
- SetHealth <integer >
- Sets the player's health. Values clamped between 0 and
max_health
.
- SetHUDVisibility <boolean >
- Hides or displays the HUD.
- SetFogController <string >
- Sets the env_fog_controller to use.
- SpeakResponseConcept <string >
- Speak the specified response concept immediately.
- 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).
- IgnoreFallDamageWithoutReset <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.
- SetCommentaryStatueMode <boolean >
- When set to 1 player bot will be stopped and have hp set to 1048576 (2^20). Setting it back to will leave the bot with 1 hp
- DisableLedgeHang
- Disable ledge hanging by player.
- EnableLedgeHang
- Enable ledge hanging by player.
- TeleportToSurvivorPosition <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'sReleaseFromSurvivorPosition
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]