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Player: Difference between revisions

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{{IO|SetHealth|param=integer|Sets the player's health. Values clamped between 0 and <code>max_health</code>.}}
{{IO|SetHealth|param=integer|Sets the player's health. Values clamped between 0 and <code>max_health</code>.}}
{{IO|HandleMapEvent|param=string|Tells the game to perform a function, such as unlock an achievement. Hardcoded for specific map names.}}
{{IO|HandleMapEvent|param=string|Tells the game to perform a function, such as unlock an achievement. Hardcoded for specific map names.}}
{{IO|SetHUDVisibility|param=boolean|Hides or displays the HUD.|not={{hl2}}{{hl2dm}}{{hl2xbox}}{{hl2episodes}}}}
{{IO|SetHUDVisibility|param=boolean|Hides or displays the HUD.|not=Half-Life 2 games}}
:{{note|The menu can still be accessed, and some HUD elements such as kill-icons may still be visible.}}
:{{note|The menu can still be accessed, and some HUD elements such as kill-icons may still be visible.}}
:{{bug|In {{tf2}} and {{csgo}}, using this input with a parameter override of 0 will disable any weapon-switching of the target. {{todo|Test in other games.}}}}
:{{bug|In {{tf2}} and {{csgo}}, using this input with a parameter override of 0 will disable any weapon-switching of the target. {{todo|Test in other games.}}}}
{{IO|SetFogController|param=string|Sets the {{ent|env_fog_controller}} to use.|not={{hl2}}{{hl2dm}}{{hl2xbox}}{{hl2episodes}}}}
{{IO|SetFogController|param=string|Sets the {{ent|env_fog_controller}} to use.|not=Half-Life 2 games}}
{{IO|SpeakResponseConcept|param=string|Speak the specified [[Response System|response concept]] immediately.|not={{hl2}}{{hl2dm}}{{hl2xbox}}{{hl2episodes}}}}
{{IO|SpeakResponseConcept|param=string|Speak the specified [[Response System|response concept]] immediately.|not=Half-Life 2 games}}
{{IO|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).|only={{hl2}}}}
{{IO|IgnoreFallDamageWithoutReset|param=float|Absolutely prevent the player from taking fall damage for [n] seconds.|only={{hl2}}and {{l4d2}}}}<br>
{{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.}}
{{IO|OnSquadMemberKilled|only={{hl2}}|Notification of a player's [[NPC]] ally in the players squad being killed.}}
{{IO|DisableFlashlight|only={{hl2}}|Disables the player's flashlight.}}
{{IO|EnableFlashlight|only={{hl2}}|Enables the player's flashlight.}}
{{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.}}
}}
}}
== See also ==
* [[Player/Left_4_Dead_series]]

Revision as of 00:09, 27 July 2024

Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map.

player is a point entity available in all Source Source games. The player itself or a bot. NPCs are not players. This entity still exists even if the player is dead.

Note.pngNote:Keyvalues, inputs, outputs and Dimensions vary depending on game and engine version.[Clarify]

Split-arrows.png Split

It has been suggested that this article or section be split into multiple articles. (Discuss)

Tip.pngTip:In singleplayer, a pointer to the player can be acquired by using UTIL_GetLocalPlayer().
Icon-Important.pngImportant:This is a preserved entity in Counter-Strike: SourceHalf-Life 2: DeathmatchDay of Defeat: SourceTeam Fortress 2Left 4 DeadLeft 4 Dead 2Alien SwarmAlien Swarm: Reactive DropPortal 2Counter-Strike: Global Offensive.
If the game has round restart mechanics this entity may not behave as expected:
More info
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non-preserved entities may have undesirable effects.

Limitations/Bugs

Icon-Important.pngImportant:This entity is not intended to be placed in a map manually. Doing so will result in an instant fatal error on map load!

Keyvalues

Note.pngNote:Keyvalues can be changed on a player with AddOutput.
Health (health) <integer>
The player's health.
Maximum Health (max_health) <integer>
The value of "health" cannot exceed this.
Base Velocity (BaseVelocity) <vector> !FGD
Adds to the velocity of the player.
Format: <x> <y> <z>
Todo: Test for games other than PortalPortal 2Team Fortress 2

Inputs

SetHealth <integerRedirectInput/integer>
Sets the player's health. Values clamped between 0 and max_health.
HandleMapEvent <stringRedirectInput/string>
Tells the game to perform a function, such as unlock an achievement. Hardcoded for specific map names.
SetHUDVisibility <booleanRedirectInput/boolean> (not in Half-Life 2 games)
Hides or displays the HUD.
Note.pngNote:The menu can still be accessed, and some HUD elements such as kill-icons may still be visible.
Icon-Bug.pngBug:In Team Fortress 2 and Counter-Strike: Global Offensive, 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 <stringRedirectInput/string> (not in Half-Life 2 games)
Sets the env_fog_controller to use.
SpeakResponseConcept <stringRedirectInput/string> (not in Half-Life 2 games)
Speak the specified response concept immediately.
OnRescueZoneTouch  (only in Counter-Strike: SourceCounter-Strike: Global Offensive)
Fired when a hostage is rescued. This input is also available in the code for Left 4 Dead and Left 4 Dead 2.
PerformForcedWeaponDeploy <stringRedirectInput/string> (only in Black Mesa) !FGD
Forces the player to use specified weapon with pickup animation.
Note.pngNote:Pickup animation doesn't always work, this somehow depends on player's ammo and other weapons.