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player

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Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map.

player is a point entity available in all Source Source games. The player itself or a bot. NPCs are not players. This entity still exists even if the player is dead.

Note.pngNote:Keyvalues, inputs, outputs and Dimensions vary depending on game and engine version.[Clarify]

Split-arrows.png Split

It has been suggested that this article or section be split into multiple articles. (Discuss)

Tip.pngTip:In singleplayer, a pointer to the player can be acquired by using UTIL_GetLocalPlayer().
Icon-Important.pngImportant:This is a preserved entity in Counter-Strike: SourceHalf-Life 2: DeathmatchDay of Defeat: SourceTeam Fortress 2Left 4 DeadLeft 4 Dead 2Alien SwarmAlien Swarm: Reactive DropPortal 2Counter-Strike: Global Offensive.
If the game has round restart mechanics this entity may not behave as expected:
More info
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non-preserved entities may have undesirable effects.

Limitations/Bugs

Icon-Important.pngImportant:This entity is not intended to be placed in a map manually. Doing so will result in an instant fatal error on map load!

Keyvalues

Note.pngNote:Keyvalues can be changed on a player with AddOutput.
Health (health) <integer>
The player's health.
Maximum Health (max_health) <integer>
The value of "health" cannot exceed this.
Base Velocity (BaseVelocity) <vector> !FGD
Adds to the velocity of the player.
Format: <x> <y> <z>
Todo: Test for games other than PortalPortal 2Team Fortress 2

Inputs

SetHealth <integerRedirectInput/integer>
Sets the player's health. Values clamped between 0 and max_health.
HandleMapEvent <stringRedirectInput/string>
Tells the game to perform a function, such as unlock an achievement. Hardcoded for specific map names.
SetHUDVisibility <booleanRedirectInput/boolean> (not in Half-Life 2Half-Life 2: DeathmatchHalf-Life 2 (Xbox)Half-Life 2: Episode One Half-Life 2: Episode Two)
Hides or displays the HUD.
Note.pngNote:The menu can still be accessed, and some HUD elements such as kill-icons may still be visible.
Icon-Bug.pngBug:In Team Fortress 2 and Counter-Strike: Global Offensive, using this input with a parameter override of 0 will disable any weapon-switching of the target.
Todo: Test in other games.
  [todo tested in ?]
SetFogController <stringRedirectInput/string> (not in Half-Life 2Half-Life 2: DeathmatchHalf-Life 2 (Xbox)Half-Life 2: Episode One Half-Life 2: Episode Two)
Sets the env_fog_controller to use.
SpeakResponseConcept <stringRedirectInput/string> (not in Half-Life 2Half-Life 2: DeathmatchHalf-Life 2 (Xbox)Half-Life 2: Episode One Half-Life 2: Episode Two)
Speak the specified response concept immediately.
IgnoreFallDamage <floatRedirectInput/float> (only in Half-Life 2)
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 <floatRedirectInput/float> (only in Half-Life 2and Left 4 Dead 2)
Absolutely prevent the player from taking fall damage for [n] seconds.
Note.pngNote: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  (only in Half-Life 2)
Notification of a player's NPC ally in the players squad being killed.
DisableFlashlight  (only in Half-Life 2)
Disables the player's flashlight.
EnableFlashlight  (only in Half-Life 2)
Enables the player's flashlight.
ForceDropPhysObjects  (only in Half-Life 2)
Force the player to drop any physics objects they are carrying.
OnRescueZoneTouch  (only in Counter-Strike: SourceCounter-Strike: Global Offensive)
Fired when a hostage is rescued. This input is also available in the code for Left 4 Dead and Left 4 Dead 2.
PerformForcedWeaponDeploy <stringRedirectInput/string> (only in Black Mesa) !FGD
Forces the player to use specified weapon with pickup animation.
Note.pngNote:Pickup animation doesn't always work, this somehow depends on player's ammo and other weapons.

See also