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.
Warning:Can't switch items when HUD is disabled
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m (Inverted hierarchy. OnRescueZoneTouch seems like a leftover from cs to me.) |
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{{Ent not in fgd|nolink=1}} | {{Ent not in fgd|nolink=1}} | ||
{{CD| | {{CD|CBaseEntity|CBaseAnimating|CBaseAnimatingOverlay|CBaseFlex|CBaseCombatCharacter|CBasePlayer|CCSPlayer|CTerrorPlayer}} | ||
{{l4d2 point|player (L4D2)}} The player itself. This entity still exists even if the player is dead. | {{l4d2 point|player (L4D2)}} The player itself. This entity still exists even if the player is dead. | ||
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{{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|Cancels scene that's currently playing. Used in c6m3 to stop L4D2 survivors talking with L4D1 survivors when they start the elevator.}} | {{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|Leftover from {{css}}?}}}} | ||
== See Also == | == See Also == | ||
* [[player]] | * [[player]] |
Revision as of 14:25, 1 November 2022
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CBaseEntity |
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 0 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