Player (Half-Life 2 series): Difference between revisions
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Important:This is a preserved entity in 








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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!
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{{CD|CHL2_Player|file1=1}} | |||
{{this is a|point entity|name=player}} The player itself or a [[bot]]. [[NPC]]s are not players. This entity still exists even if the player is dead. | {{this is a|point entity|name=player}} The player itself or a [[bot]]. [[NPC]]s are not players. This entity still exists even if the player is dead. | ||
Revision as of 23:12, 26 July 2024
| CHL2_Player |
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.
If the game has round restart mechanics this entity may not behave as expected:
|
Limitations/Bugs
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.
- 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 "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.
- OnSquadMemberKilled
- Notification of a player's NPC ally in the players squad being killed.
- DisableFlashlight
- Disables the player's flashlight.
- EnableFlashlight
- Enables the player's flashlight.
- ForceDropPhysObjects
- Force the player to drop any physics objects they are carrying.