Logic playerproxy: Difference between revisions
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{{IO|SetPlayerHealth|Sets the player's health to this value.|param=integer}} | {{IO|SetPlayerHealth|Sets the player's health to this value.|param=integer}} | ||
{{IO|RequestAmmoState|Request the ammo state of the player. It will fire PlayerHasAmmo or PlayerHasNoAmmo outputs.}} | {{IO|RequestAmmoState|Request the ammo state of the player. It will fire PlayerHasAmmo or PlayerHasNoAmmo outputs.}} | ||
{{IO|LowerWeapon|Lowers the players weapon.|since= | {{IO|LowerWeapon|Lowers the players weapon.|since={{ep2}}}} | ||
{{IO|EnableCappedPhysicsDamage|Cause player to take less damage from physics objects, and never more than 30 points from any individual strike.|since= | {{IO|EnableCappedPhysicsDamage|Cause player to take less damage from physics objects, and never more than 30 points from any individual strike.|since={{ep2}}}} | ||
{{IO|DisableCappedPhysicsDamage|Undo effects of EnableCappedPhysicsDamage|since= | {{IO|DisableCappedPhysicsDamage|Undo effects of EnableCappedPhysicsDamage|since={{ep2}}}} | ||
{{IO|SetLocatorTargetEntity|Set the entity that the HUD locator should track. (Usually a vehicle)|param=string|since= | {{IO|SetLocatorTargetEntity|Set the entity that the HUD locator should track. (Usually a vehicle)|param=string|since={{ep2}}}} | ||
{{IO|SuppressCrosshair|Hides the crosshair. {{note|Unlike the command <code>crosshair 0</code>, the crosshair is enabled again when a new game is started or a save made before firing the input is loaded.}}{{note|Seems to be a backported Portal 2 input that was later scrapped from Portal 2. Does not appear to be used in Portal, and does not exist in Portal 2.}}|nofgd=1|since=PortalARG | {{IO|SuppressCrosshair|Hides the crosshair. {{note|Unlike the command <code>crosshair 0</code>, the crosshair is enabled again when a new game is started or a save made before firing the input is loaded.}}{{note|Seems to be a backported Portal 2 input that was later scrapped from Portal 2. Does not appear to be used in Portal, and does not exist in Portal 2.}}|nofgd=1|only={{portal}}|since=PortalARG}} | ||
{{IO|AddPotatosToPortalgun|Change portalgun bodygroup to show PotatOS.|since= | {{IO|AddPotatosToPortalgun|Change portalgun bodygroup to show PotatOS.|since={{portal2}}}} | ||
{{IO|RemovePotatosFromPortalgun|Change portalgun bodygroup to not show PotatOS.|since= | {{IO|RemovePotatosFromPortalgun|Change portalgun bodygroup to not show PotatOS.|since={{portal2}}}} | ||
{{IO|SetDropEnabled|Set wether the player is allowed to drop a carried object.|param=bool|since= | {{IO|SetDropEnabled|Set wether the player is allowed to drop a carried object.|param=bool|since={{portal2}}}} | ||
{{IO|ForceVMGrabController|Force the player to use the view model grab controller for all objects that are picked up.|since= | {{IO|ForceVMGrabController|Force the player to use the view model grab controller for all objects that are picked up.|since={{portal2}}}} | ||
{{IO|ForcePhysicsGrabController|Force the player to use the physics grab controller for all objects that are picked up.|since= | {{IO|ForcePhysicsGrabController|Force the player to use the physics grab controller for all objects that are picked up.|since={{portal2}}}} | ||
{{IO|ResetGrabControllerBehavior|Resets the grab controller used by the player to its default behavior.|since= | {{IO|ResetGrabControllerBehavior|Resets the grab controller used by the player to its default behavior.|since={{portal2}}}} | ||
{{IO|SetMotionBlurAmount|Forces the motion blur effect on the player. Set to <<nowiki>=</nowiki> 0 to disable this override.|param=float|since= | {{IO|SetMotionBlurAmount|Forces the motion blur effect on the player. Set to <<nowiki>=</nowiki> 0 to disable this override.|param=float|since={{portal2}}}} | ||
{{I Targetname}} | {{I Targetname}} | ||
{{I DamageFilter}} | {{I DamageFilter}} | ||
Line 32: | Line 32: | ||
{{IO|PlayerHasAmmo|Fired by request if the player has any ammo.}} | {{IO|PlayerHasAmmo|Fired by request if the player has any ammo.}} | ||
{{IO|PlayerHasNoAmmo|Fired by request if the player doesn't have any ammo.}} | {{IO|PlayerHasNoAmmo|Fired by request if the player doesn't have any ammo.}} | ||
{{IO|PlayerMissedAR2AltFire|Player fired an AR2 combine ball that didn't kill any enemies.|since= | {{IO|PlayerMissedAR2AltFire|Player fired an AR2 combine ball that didn't kill any enemies.|since={{portal2}}}} | ||
{{IO|PlayerDied|Fires when the player dies.|since= | {{IO|PlayerDied|Fires when the player dies.|since={{portal2}}}} | ||
{{IO|OnStartSlowingTime|Fired when a Portal player initiates slow time.|since= | {{IO|OnStartSlowingTime|Fired when a Portal player initiates slow time.|since={{as}}}} | ||
{{IO|OnStopSlowingTime|Fired when a Portal player stops slowing time.|since= | {{IO|OnStopSlowingTime|Fired when a Portal player stops slowing time.|since={{as}}}} | ||
{{IO|OnPrimaryPortalPlaced|Fired when a Portal player successfully places the primary portal.|since= | {{IO|OnPrimaryPortalPlaced|Fired when a Portal player successfully places the primary portal.|since={{portal2}}}} | ||
{{IO|OnSecondaryPortalPlaced|Fired when a Portal player successfully places the secondary portal.|since= | {{IO|OnSecondaryPortalPlaced|Fired when a Portal player successfully places the secondary portal.|since={{portal2}}}} | ||
{{IO|OnDuck|Fired when a player starts to duck.|since= | {{IO|OnDuck|Fired when a player starts to duck.|since={{portal2}}}} | ||
{{IO|OnUnDuck|Fired when a player releases the duck button.|since= | {{IO|OnUnDuck|Fired when a player releases the duck button.|since={{portal2}}}} | ||
{{IO|OnJump|Fired when a player jumps.|since= | {{IO|OnJump|Fired when a player jumps.|since={{portal2}}}} | ||
{{O Targetname}} | {{O Targetname}} | ||
[[Category:IO System]] | [[Category:IO System]] |
Revision as of 11:49, 28 April 2020
Template:Base point multi It is used to relay inputs/outputs to the player and back to the world.
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
DamageFilter:
- Damage Filter (damagefilter) <targetname>
- Name of the filter_damage_type entity that controls which entities can damage us.
Inputs
- RequestPlayerHealth
- Requests the current player's health from the proxy. This will fire the PlayerHealth output with the value.
- SetFlashlightSlowDrain
- Puts the player's flashlight in slow-power-drain mode (for Episodic darkness)
- SetFlashlightNormalDrain
- Puts the player's flashlight to default power drain
- SetPlayerHealth <integer >
- Sets the player's health to this value.
- RequestAmmoState
- Request the ammo state of the player. It will fire PlayerHasAmmo or PlayerHasNoAmmo outputs.
- LowerWeapon (in all games since
)
- Lowers the players weapon.
- EnableCappedPhysicsDamage (in all games since
)
- Cause player to take less damage from physics objects, and never more than 30 points from any individual strike.
- DisableCappedPhysicsDamage (in all games since
)
- Undo effects of EnableCappedPhysicsDamage
- SetLocatorTargetEntity <string > (in all games since
)
- Set the entity that the HUD locator should track. (Usually a vehicle)
- SuppressCrosshair (only in
) (in all games since PortalARG) !FGD
- Hides the crosshair.
Note:Unlike the command
crosshair 0
, the crosshair is enabled again when a new game is started or a save made before firing the input is loaded.Note:Seems to be a backported Portal 2 input that was later scrapped from Portal 2. Does not appear to be used in Portal, and does not exist in Portal 2.
- AddPotatosToPortalgun (in all games since
)
- Change portalgun bodygroup to show PotatOS.
- RemovePotatosFromPortalgun (in all games since
)
- Change portalgun bodygroup to not show PotatOS.
- SetDropEnabled <boolean > (in all games since
)
- Set wether the player is allowed to drop a carried object.
- ForceVMGrabController (in all games since
)
- Force the player to use the view model grab controller for all objects that are picked up.
- ForcePhysicsGrabController (in all games since
)
- Force the player to use the physics grab controller for all objects that are picked up.
- ResetGrabControllerBehavior (in all games since
)
- Resets the grab controller used by the player to its default behavior.
- SetMotionBlurAmount <float > (in all games since
)
- Forces the motion blur effect on the player. Set to <= 0 to disable this override.
DamageFilter:
- SetDamageFilter <string >
- Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.
Outputs
- OnFlashlightOn <float >
- Fired when the player turns on his flashlight. This output has the value of how much energy the player had when this happened [0..1].
- OnFlashlightOff <float >
- Fired when the player turns off his flashlight. This output has the value of how much energy the player had when this happened [0..1].
- PlayerHealth <integer >
- The player's current health value.
- PlayerHasAmmo
- Fired by request if the player has any ammo.
- PlayerHasNoAmmo
- Fired by request if the player doesn't have any ammo.
- PlayerMissedAR2AltFire (in all games since
)
- Player fired an AR2 combine ball that didn't kill any enemies.
- PlayerDied (in all games since
)
- Fires when the player dies.
- OnStartSlowingTime (in all games since
)
- Fired when a Portal player initiates slow time.
- OnStopSlowingTime (in all games since
)
- Fired when a Portal player stops slowing time.
- OnPrimaryPortalPlaced (in all games since
)
- Fired when a Portal player successfully places the primary portal.
- OnSecondaryPortalPlaced (in all games since
)
- Fired when a Portal player successfully places the secondary portal.
- OnDuck (in all games since
)
- Fired when a player starts to duck.
- OnUnDuck (in all games since
)
- Fired when a player releases the duck button.
- OnJump (in all games since
)
- Fired when a player jumps.