Player: Difference between revisions
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Note:This entity is not listed in the FGD, and is not intended to be placed in a map manually.
Note:Keyvalues, inputs and outputs vary depending on game and engine version.
Warning:Placing a player entity in a map will result in an instant fatal error on map load!
Note:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history
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JillCrungus (talk | contribs) m (Technically the player pretty much /has/ to be in the map, so this is a better description) |
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{{base point|player}} The player itself. This entity still exists even if the player is dead. A pointer to the player can be acquired by using <code>UTIL_GetLocalPlayer()</code>. | {{base point|player}} The player itself. This entity still exists even if the player is dead. A pointer to the player can be acquired by using <code>UTIL_GetLocalPlayer()</code>. | ||
{{Note|This entity is not listed in the FGD, and is not intended to be placed in a map | {{Note|This entity is not listed in the FGD, and is not intended to be placed in a map manually.}} | ||
{{Note|Keyvalues, inputs and outputs vary depending on game and engine version.}} | {{Note|Keyvalues, inputs and outputs vary depending on game and engine version.}} | ||
{{Warning|Placing a player entity in a map will result in an instant fatal error on map load!}} | {{Warning|Placing a player entity in a map will result in an instant fatal error on map load!}} |
Revision as of 04:07, 22 October 2018
Template:Base point The player itself. This entity still exists even if the player is dead. A pointer to the player can be acquired by using UTIL_GetLocalPlayer()
.



Keyvalues
- Maximum Health (max_health) ([todo internal name (i)]) <integer>
- The value of "health" cannot exceed this.
- Model Index (modelindex) ([todo internal name (i)]) <integer>
- Changes the player's model to a precached model on the map. Not available in
.
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 >
- Hides or displays the HUD. Not available in
series.
Note:The menu can still be accessed, and some HUD elements such as kill-icons may still be visible.
- SetFogController <string >
- Sets the fog controller to use for the !activator. Not available in
series.
- SpeakResponseConcept <string >
- Speak the specified response concept immediately. Not available in
series.
- 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.
- OnSquadMemberKilled
Notification of a player's NPC ally in the players squad being killed.
- ForceDropPhysObjects
Force the player to drop any physics objects they are carrying.
- OnRescueZoneTouch
Fired when a hostage is rescued. This input is also available in the code for
and
.
- IgnitePlayer <integer >
Ignites the player with a specified lifetime and causes a reaction (sound and speech).
Note:Does not fire the
OnIgnite
output.Bug:Broken since the Jungle Inferno update, only initiates sound and speech but no actual fire. Use trigger_ignite as a workaround. [todo tested in ?]
- BleedPlayer <integer >
Bleeds the player with a specified length.
- RollRareSpell
Forces the player to roll a rare spell. Only available if spells are enabled on the map.
- SetCustomModel <string >
Set a custom player model without animations.
- SetCustomModelOffset <vector >
Set a custom player model position on the player.
- SetCustomModelRotation <vector >
Set a custom player model rotation on the player.
- SetCustomModelRotates <boolean >
Set if the custom model rotates or not to the player's angles.
- SetCustomModelVisibleToSelf <boolean >
Set if the custom model is visible to the player, in thirdperson.
- SetForcedTauntCam <boolean >
Forces the player into thirdperson mode.
- SpeakResponseConcept <string >
Forces the player to speak the specified response concept, an example being
halloweenlongfall
.

Outputs
