Player (Half-Life 2 series): Difference between revisions
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Important:This is a preserved entity.
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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m (→Inputs: Substituted IO templates) |
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==Inputs== | ==Inputs== | ||
{{ | {{I|SetHealth|param=integer|Sets the player's health. Values clamped between 0 and <code>max_health</code>.}} | ||
{{ | {{I|HandleMapEvent|param=string|Tells the game to perform a function, such as unlock an achievement. Hardcoded for specific map names.}} | ||
{{ | {{I|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).}} | ||
{{ | {{I|IgnoreFallDamageWithoutReset|param=float|Absolutely prevent the player from taking fall damage for [n] seconds.}}<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.}} | :{{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.}} | ||
{{ | {{I|OnSquadMemberKilled|Notification of a player's [[NPC]] ally in the players squad being killed.}} | ||
{{ | {{I|DisableFlashlight|Disables the player's flashlight.}} | ||
{{ | {{I|EnableFlashlight|Enables the player's flashlight.}} | ||
{{ | {{I|ForceDropPhysObjects|Force the player to drop any [[prop_physics|physics objects]] they are carrying.}} |
Revision as of 11:11, 21 April 2025


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CHL2_Player |
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player
is an entity available in Half-Life 2 series. 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.