Player: Difference between revisions
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Note:Keyvalues, inputs, outputs and Dimensions vary depending on game and engine version.
Tip:In singleplayer, a pointer to the player can be acquired by using
Warning:Removing a player entity that a human player is in control of will cause them to either be kicked from the game or prevented them from doing anything.
Important:This is a preserved entity in 








.
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!
Note:Keyvalues can be changed on a player with AddOutput.
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{{Ent not in fgd|codeonly=1}} | {{Ent not in fgd|codeonly=1}} | ||
{{CD|player{{!}}... Game Specific ...|base=CBasePlayer}} | {{CD|player{{!}}... Game Specific ...|base=CBasePlayer}} | ||
{{this is a| | {{this is a|entity|name=player}} The player itself or a [[bot]]. [[NPC]]s are not players. This entity still exists even if the player is dead. | ||
{{note|Keyvalues, inputs, outputs and [[Dimensions]] vary depending on game and engine version.}} | {{note|Keyvalues, inputs, outputs and [[Dimensions]] vary depending on game and engine version.}} | ||
Revision as of 08:04, 15 September 2024
| ... Game Specific ... |
player is an 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.
UTIL_GetLocalPlayer().If the game has round restart mechanics this entity may not behave as expected:
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Keyvalues
- Health (health) <integer>
- The player's health.
- Maximum Health (max_health) <integer>
- The value of "health" cannot exceed this.
- Base Velocity (BaseVelocity) <vector>
- Adds to the velocity of the player.
Format:<x> <y> <z>
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> (not in
Half-Life 2 series) - Hides or displays the HUD.
Note:The menu can still be accessed, and some HUD elements such as kill-icons may still be visible.
- SetFogController <string> (not in
Half-Life 2 series) - Sets the env_fog_controller to use.
- PerformForcedWeaponDeploy <string> (only in
) - 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.