Player (Left 4 Dead series)
		
		
		
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| CTerrorPlayer | 
Template:L4d2 point The player itself. This entity still exists even if the player is dead.
Keyvalues
- Health (health) <integer>
 - The player's health.
 
- Maximum Health (max_health) <integer>
 - The value of "health" cannot exceed this.
 
Inputs
- SetHealth <integer>
 - Sets the player's health. Values clamped between 0 and 
max_health. 
- SetHUDVisibility <boolean>
 - Hides or displays the HUD.
 
- SetFogController <string>
 - Sets the env_fog_controller to use.
 
- SpeakResponseConcept <string>
 - Speak the specified response concept immediately.
 
- 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 "OnStartTrouch - !avivator". Consider the Time to be short, if there's another ledge they could jump off while being in the "no damage" timer. 
- SetCommentaryStatueMode
 - [Todo].
 
- DisableLedgeHang
 - Disable ledge hanging by player.
 
- EnableLedgeHang
 - Enable ledge hanging by player.
 
- TeleportToSurvivorPosition <string>
 - Teleport a player to an info_survivor_position entity, then freezes them. To unfreeze them, use the 
ReleaseSurvivorPositionsinput from info_director or the player'sReleaseFromSurvivorPositioninput. 
- ReleaseFromSurvivorPosition
 - Unfreezes and releases the player from an info_survivor_position entity if they are at one.
 
- CancelCurrentScene
 - Cancels scene that's currently playing. Used in c6m3 to stop L4D2 survivors talking with L4D1 survivors when they start the elevator.
 
- OnRescueZoneTouch
 - [Todo]