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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{{IO|SetHUDVisibility|param=boolean|Hides or displays the HUD.|not={{Half-Life 2 series|4}}}} | {{IO|SetHUDVisibility|param=boolean|Hides or displays the HUD.|not={{Half-Life 2 series|4}}}} | ||
:{{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|tested={{tf2}}{{csgo}}{{l4d2}}|Using this input with a parameter override of 0 will disable any weapon-switching of the target. {{todo|Test in other games.}}}} | :{{bug|tested={{tf2}}{{csgo}}{{l4d2}}{{css}}|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={{Half-Life 2 series|4}}}} | {{IO|SetFogController|param=string|Sets the {{ent|env_fog_controller}} to use.|not={{Half-Life 2 series|4}}}} | ||
{{IO|PerformForcedWeaponDeploy|param=string|only={{bms}}|Forces the player to use specified weapon with pickup animation. | {{IO|PerformForcedWeaponDeploy|param=string|only={{bms}}|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.}} | ||
}} | }} |
Revision as of 14:35, 9 November 2024

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... 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:
|

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.