Player (Left 4 Dead series): Difference between revisions
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Note:Bot zombies' player entity exists for 7 seconds after they die while a survivor bot's player entity remains forever (or until human player takes their places)
Note:Survivor bots, SI and Tank's classname in-game is also
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!
Important:This is a preserved entity.
If the game has round restart mechanics this entity may not behave as expected:
Warning:Can't switch items when HUD is disabled
(→Inputs) |
No edit summary |
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{{CD|CTerrorPlayer}} | {{CD|CTerrorPlayer}} | ||
{{ | {{This is a|entity|name=player|series=Left 4 Dead}} Human players of any team are this entity. | ||
{{note|Bot zombies' player entity exists for 7 seconds after they die while a survivor bot's player entity remains forever (or until human player takes their places)}} | {{note|Bot zombies' player entity exists for 7 seconds after they die while a survivor bot's player entity remains forever (or until human player takes their places)}} | ||
{{note|Survivor bots, SI and Tank's classname in-game is also <code>player</code>.}} | {{note|Survivor bots, SI and Tank's classname in-game is also <code>player</code>.}} | ||
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==Inputs== | ==Inputs== | ||
{{ | {{I|SetHealth|param=integer|Sets the player's health. Values clamped between 0 and <code>max_health</code>.}} | ||
{{ | {{I|SetHUDVisibility|param=boolean|Hides or displays the HUD. | ||
{{warning|Can't switch items when HUD is disabled}}}} | {{warning|Can't switch items when HUD is disabled}}}} | ||
{{ | {{I|SetFogController|param=string|Sets the {{ent|env_fog_controller}} to use.}} | ||
{{ | {{I|SpeakResponseConcept|param=string|Speak the specified [[Response System|response concept]] immediately.}} | ||
{{ | {{I|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).}} | ||
{{ | {{I|IgnoreFallDamageWithoutReset|param=float|Absolutely prevent the player from taking fall damage for [n] seconds.}} | ||
:{{note|Should use "OnStartTrouch - !activator". Consider the Time to be short, if there's another ledge they could jump off while being in the "no damage" timer.}} | :{{note|Should use "OnStartTrouch - !activator". Consider the Time to be short, if there's another ledge they could jump off while being in the "no damage" timer.}} | ||
:{{note|Affects AI [[boomer|boomers]] who by default take fall damage}} | :{{note|Affects AI [[boomer|boomers]] who by default take fall damage}} | ||
{{ | {{I|SetCommentaryStatueMode|param=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}} | ||
{{ | {{I|DisableLedgeHang|Disable ledge hanging by player.}} | ||
{{ | {{I|EnableLedgeHang|Enable ledge hanging by player.}} | ||
{{ | {{I|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.}} | ||
{{ | {{I|ReleaseFromSurvivorPosition|Unfreezes and releases the player from an {{ent|info_survivor_position}} entity if they are at one.}} | ||
{{ | {{I|CancelCurrentScene|Cancels scene that's currently playing. Used in c6m3 to stop L4D2 survivors talking with L4D1 survivors when they start the elevator.}} | ||
{{ | {{I|SetGlowEnabled|param=boolean|Sets if this player is allowed to glow through walls if not visible.|only={{l4d2}}}} | ||
{{I|RemoveWeaponUpgrades|Removes laser sights from guns.|only={{l4d2}}}} | |||
{{ | {{I|OnRescueZoneTouch|Leftover from {{css}}}} | ||
==See also== | ==See also== |
Revision as of 11:14, 25 March 2025


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CTerrorPlayer |
player
is an entity available in Left 4 Dead series. Human players of any team are this entity.


player
.

If the game has round restart mechanics this entity may not behave as expected:
|
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 - !activator". Consider the Time to be short, if there's another ledge they could jump off while being in the "no damage" timer.
Note:Affects AI boomers who by default take fall damage
- 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.
- SetGlowEnabled <boolean > (only in
)
- Sets if this player is allowed to glow through walls if not visible.