Player: Difference between revisions
Jump to navigation
Jump to search
Note:Keyvalues, inputs, outputs and Dimensions vary depending on game and engine version.[Clarify]
Tip:In singleplayer, a pointer to the player can be acquired by using
Important:This is a preserved entity in 








.
If the game has round restart mechanics this entity may not behave as expected:
Important: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:Keyvalues can be changed on a player with AddOutput.
Note:Should use "OnStartTouch - !activator - IgnoreFallDamageWithoutReset - 5 - Delay of 0". To disable fall damage for five seconds. Don't give it too much time, else players can exploit it to continue falling nearby areas without taking any damage.
(→Inputs) |
|||
Line 41: | Line 41: | ||
{{IO|ForceDropPhysObjects|only={{hl2}}|Force the player to drop any [[prop_physics|physics objects]] they are carrying.}} | {{IO|ForceDropPhysObjects|only={{hl2}}|Force the player to drop any [[prop_physics|physics objects]] they are carrying.}} | ||
{{IO|OnRescueZoneTouch|only={{css}}{{csgo}}|Fired when a [[hostage_entity|hostage]] is rescued. This input is also available in the code for {{l4d}} and {{l4d2}}.}} | {{IO|OnRescueZoneTouch|only={{css}}{{csgo}}|Fired when a [[hostage_entity|hostage]] is rescued. This input is also available in the code for {{l4d}} and {{l4d2}}.}} | ||
{{IO|PerformForcedWeaponDeploy|param=string|only={{bms}}|nofgd=1|Forces the player to use specified weapon with pickup animation. | {{IO|PerformForcedWeaponDeploy|param=string|only={{bms}}|nofgd=1|Forces the player to use specified weapon with pickup animation. | ||
:{{note|Pickup animation doesn't always work, this somehow depends on player's ammo and other weapons.}} | :{{note|Pickup animation doesn't always work, this somehow depends on player's ammo and other weapons.}} |
Revision as of 00:03, 27 July 2024
player
is a point entity available in all Source games. The player itself or a bot. NPCs are not players. This entity still exists even if the player is dead.


UTIL_GetLocalPlayer()
.










If the game has round restart mechanics this entity may not behave as expected:
|
Limitations/Bugs

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
.
- HandleMapEvent <string >
- Tells the game to perform a function, such as unlock an achievement. Hardcoded for specific map names.
- SetHUDVisibility <boolean > (not in
)
- Hides or displays the HUD.
Note:The menu can still be accessed, and some HUD elements such as kill-icons may still be visible.
Bug:In
and
, using this input with a parameter override of 0 will disable any weapon-switching of the target.
Todo: Test in other games.[todo tested in ?]
- SetFogController <string > (not in
)
- Sets the env_fog_controller to use.
- SpeakResponseConcept <string > (not in
)
- Speak the specified response concept immediately.
- IgnoreFallDamage <float > (only in
)
- 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 > (only in
and
)
- Absolutely prevent the player from taking fall damage for [n] seconds.

- OnSquadMemberKilled (only in
)
- Notification of a player's NPC ally in the players squad being killed.
- ForceDropPhysObjects (only in
)
- Force the player to drop any physics objects they are carrying.
- OnRescueZoneTouch (only in
)
- Fired when a hostage is rescued. This input is also available in the code for
and
.
- PerformForcedWeaponDeploy <string > (only in
) !FGD
- Forces the player to use specified weapon with pickup animation.
Note:Pickup animation doesn't always work, this somehow depends on player's ammo and other weapons.