Point clientcommand: Difference between revisions
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{{varcom|play|<string>|<sound path>|Play a sound.}} | {{varcom|play|<string>|<sound path>|Play a sound.}} | ||
{{varcom|playgamesound|<string>|<soundscript>|Play a sound from the game sounds txt file}} | {{varcom|playgamesound|<string>|<soundscript>|Play a sound from the game sounds txt file}} | ||
{{varcom|snd_playsounds|<string> [<float> <float> <float>]|<soundscript> [<x> <y> <z>]|Play sounds from the game sounds txt file at a given location}} | {{varcom|{{only|{{l4d2}}}}|snd_playsounds|<string> [<float> <float> <float>]|<soundscript> [<x> <y> <z>]|Play sounds from the game sounds txt file at a given location}} | ||
{{varcom|snd_setsoundparam|<string> <volume <float 0.0-1.0> {{!}}level SNDLVL_<int 1-179>>|<soundscript> <volume <vol> {{!}}level SNDLVL_<db>>|Can change level or volume of a soundscript. | {{varcom|snd_setsoundparam|<string> <volume <float 0.0-1.0> {{!}}level SNDLVL_<int 1-179>>|<soundscript> <volume <vol> {{!}}level SNDLVL_<db>>|Can change level or volume of a soundscript. | ||
<br>examples: <code>snd_setsoundparam Flaregun.Detonate volume 0.1</code><br><code>snd_setsoundparam Flaregun.Detonate level SNDLVL_120</code>}} | <br>examples: <code>snd_setsoundparam Flaregun.Detonate volume 0.1</code><br><code>snd_setsoundparam Flaregun.Detonate level SNDLVL_120</code>}} |
Revision as of 09:16, 19 January 2023
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CPointClientCommand |
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Template:Base point It issues commands to the client console as if they were typed manually by the player. The client commands are sent as parameters of the Command input. One instance of the entity is ever needed in a map.
In multiplayer games, the commands are only executed on the Activator's client. If the activator was not a player, then it simply won't do anything (unless it's in commentary mode; then the command will be executed from the first player). If you require all players to execute the command, use the point_broadcastclientcommand entity instead.
This command (in conjunction with point_servercommand and the config (cfg) file) used to allow a client to cheat on multiplayer servers through changing player names, execute client commands, and other things. On multiplayer servers, any command that DOES NOT HAVE the FCVAR_SERVER_CAN_EXECUTE flag set cannot be executed by this entity; any attempt will be reported and blocked.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
- Command <string >
- Command to execute.
Fix:Remove additional " symbols manually with a text editor.
Usable ConVars/ConCommands in multiplayer



Following commands have "server_can_execute" flag.
ConCommands
Cvar/Command | Parameters or default value | Descriptor | Effect |
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echo | <string> | Echo text to console. | |
cancelselect | In ![]() |
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invnext | In ![]() |
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invprev | In ![]() |
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lastinv | Equips previously used weapon | ||
slot0 - slot10 | In ![]() |
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(only in ![]() |
Triggers the client to perform a consistency check | ||
cl_soundscape_flush | Flushes the client side soundscapes | ||
play | <string> | <sound path> | Play a sound. |
playgamesound | <string> | <soundscript> | Play a sound from the game sounds txt file |
(only in ![]() |
snd_playsounds | <string> [<float> <float> <float>] | <soundscript> [<x> <y> <z>] |
snd_setsoundparam | <string> <volume <float 0.0-1.0> |level SNDLVL_<int 1-179>> | <soundscript> <volume <vol> |level SNDLVL_<db>> | Can change level or volume of a soundscript.
examples: snd_setsoundparam Flaregun.Detonate volume 0.1 snd_setsoundparam Flaregun.Detonate level SNDLVL_120 |
retry | Retry connection to last server. | ||
rpt_connect | |||
r_screenoverlay ![]() ![]() Todo: confirm other games [todo tested in ?] |
<string> | <material name> | Draw specified material as an overlay |
ConVars