Point clientcommand

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C++ Class hierarchy
CPointClientCommand
CPointEntity
CBaseEntity
C++ client.cpp

Template:Base point It issues commands to the client console as if they were typed manually by the player. The client commands are sent as parameters of the Command input. One instance of the entity is ever needed in a map.

In multiplayer games, the commands are only executed on the Activator's client. If the activator was not a player, then it simply won't do anything (unless it's in commentary mode; then the command will be executed from the first player). If you require all players to execute the command, use the point_broadcastclientcommand entity instead.

This command (in conjunction with point_servercommand and the config (cfg) file) used to allow a client to cheat on multiplayer servers through changing player names, execute client commands, and other things. On multiplayer servers, any command that DOES NOT HAVE the FCVAR_SERVER_CAN_EXECUTE flag set cannot be executed by this entity; any attempt will be reported and blocked.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Inputs

Command <stringRedirectInput/string>
Command to execute.
Icon-Bug.pngBug:In Hammer, using " symbol in parameter field will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.  [todo tested in ?]
Note.pngFix:Remove additional " symbols manually with a text editor.

Usable ConVars/ConCommands in multiplayer

Note.pngNote:In Left 4 Dead seriesLeft 4 Dead series item equipping related commands only work when bound or used on human player with this entity

Following commands have "server_can_execute" flag.

ConCommands

Cvar/Command Parameters or default value Descriptor Effect
echo <string> Echo text to console.
cancelselect In Half-Life style hud cancels currently selected weapon
invnext In Half-Life style hud selects next weapon
invprev In Half-Life style hud selects previous weapon
lastinv Equips previously used weapon
slot0 - slot10 In Half-Life style hud selects slot with the given number
(only in Left 4 Dead 2)cl_consistencycheck Triggers the client to perform a consistency check
cl_soundscape_flush Flushes the client side soundscapes
play <string> <sound path> Play a sound.
playgamesound <string> <soundscript> Play a sound from the game sounds txt file
(only in Left 4 Dead 2) snd_playsounds <string> [<float> <float> <float>] <soundscript> [<x> <y> <z>]
snd_setsoundparam <string> <volume <float 0.0-1.0> |level SNDLVL_<int 1-179>> <soundscript> <volume <vol> |level SNDLVL_<db>> Can change level or volume of a soundscript.
examples: snd_setsoundparam Flaregun.Detonate volume 0.1
snd_setsoundparam Flaregun.Detonate level SNDLVL_120
retry Retry connection to last server.
rpt_connect
r_screenoverlay
Icon-Bug.pngBug:Cannot be used without sv_cheats 1 in Left 4 Dead 2
Todo: confirm other games
  [todo tested in ?]
<string> <material name> Draw specified material as an overlay

ConVars

Cvar/Command Parameters or default value Descriptor Effect
(only in Left 4 Dead seriesLeft 4 Dead series)cl_ideal_spec_mode 5 desired spectator mode (4 = in-eye, 5 = chase, 6 = roaming)
cl_session
dsp_player 0
name step Current user name
name2 unnamed Current user name


Todo: Only Left 4 Dead 2 cvar list was considered so add commands from other games if there are

See also