Player
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Template:Entity The player itself. This entity still exists even if the player is dead.
Template:ModernWarning Template:ModernNote Template:ModernTip Template:ModernNote
Keyvalues
- Health (health) <integer>
- The player's health.
- Maximum Health (max_health) <integer>
- The value of "health" cannot exceed this.
- Collisions (solid) <choices>
- Method of collision for the player.
- 0: None
- 1: BSP (QPhysics) !FGD
- 2: Bounding box
- 3: Bounding box !FGD
- 4: Bounding box, constrained to Yaw only !FGD
- 5: Custom/Test !FGD
- 6: VPhysics
- Model Index (modelindex) <integer> (not in
)
- Changes the player's model to a precached model on the map.
- Lighting Origin (LightingOrigin) <targetname>
- Select an entity (not info_lighting!) from which to sample lighting instead of the entity's origin.
- Lighting Origin Offset (LightingOriginHack) <targetname> (not in
)
- The info_lighting_relative from which to sample lighting instead of the entity's origin.
- Damage Filter Name (damagefilter) <targetname>
- When this entity receives damage, it will filter by this entity.
- Start Fade Distance (fademindist) <float>
- Distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- End Fade Distance (fademaxdist) <float>
- Distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale (fadescale) <float>
- If specified in the worldspawn, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also $noforcedfade.
- Render Mode (rendermode) <choices>
- Set a non-standard rendering mode on this entity.
- 0: Normal
- 1: Color
- 2: Texture
- 3: Glow
- 4: Solid/Alphatest
- 5: Additive
- 6: Removed, does nothing
- 7: Additive Fractional Frame
- 8: Alpha Add
- 9: World Space Glow
- 10: Don't Render
- Render FX / Transparency (0 - 255) (renderamt) <integer>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Shadow Cast Distance (shadowcastdist) <integer>
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadows (disableshadows) <boolean>
- Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving shadows on itself.
- Model Scale (modelscale) <float> (in all games since OB) (not in
)
- A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.
- Template:ModernWarning
- Glow Backface Multiple (glowbackfacemult) <float> (in all games since
) !FGD
- If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.
- Move Type (MoveType) <choices> (in all games since
) !FGD
- Sets a movetype for this entity, which changes its movement behavior.
- 0: None, don't move
- 1: Isometric
- 2: Walk, player only, moving on ground
- 3: NPC, movement
- 4: Fly, no gravity
- 5: Fly, with gravity
- 6: Physics
- 7: Push
- 8: Noclip
- 9: Ladder, for players on ladders
- 10: Spectator
- 11: Custom
- Collision Group (CollisionGroup) <choices> (in all games since
) !FGD
- Sets a collision group for this entity, which changes its collision behavior.
- 0: None
- 1: Debris, collides only with the world and static props
- 2: Debris, with trigger interaction
- 3: Interactive Debris, doesn't collide with other debris
- 4: Interactive, collides with everything except debris
- 5: Player
- 6: Breakable Glass
- 7: Vehicle
- 8: Player Movement
- 9: In-Vehicle
- 10: Weapon
- 11: Vehicle Clip
- 12: Projectile
- 13: Door blocker, not permitted to go near doors
- 14: Passable Door
- 15: Dissolving
- 16: Pushaway
- 17: NPC Actor, NPCs ignore the player
- 18: NPC Scripted, NPCs do not collide with each other
- Base Velocity (BaseVelocity) <vector> !FGD
- Adds to the velocity of the player.
Format:<x> <y> <z>
- Template:ModernTodo
- Disable ShadowDepth (disableshadowdepth) <boolean> (in all games since
)
- Makes this entity not cast a shadow from env_projectedtextures.
- Projected Texture Cache (shadowdepthnocache) <choices> (in all games since
)
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
- 0: Default
- 1: No cache - render every frame
- 2: Cache it - render only once
- Disable Flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
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
)
- Hides or displays the HUD.
- Template:ModernNote
- Template:ModernBug
- SetFogController <string > (not in
)
- Sets the env_fog_controller to use.
- SpeakResponseConcept <string > (not in
)
- Speak the specified response concept immediately.
- IgnoreFallDamage <float > (only in
)
- 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 > (only in
and
)
- Absolutely prevent the player from taking fall damage for [n] seconds.
Note:Should use "OnStartTrouch - !activator". Consider the Time to be short, if there's another ledge they could jump off while being in the "no damage" timer.
- OnSquadMemberKilled (only in
)
- Notification of a player's NPC ally in the players squad being killed.
- ForceDropPhysObjects (only in
)
- Force the player to drop any physics objects they are carrying.
- OnRescueZoneTouch (only in
)
- Fired when a hostage is rescued. This input is also available in the code for
and
.
- TeleportToSurvivorPosition <string > (only in
)
- Teleport a player to an info_survivor_position entity, then freezes them. To unfreeze them, use the
ReleaseSurvivorPositions
input from info_director or the player'sReleaseFromSurvivorPosition
input.
- ReleaseFromSurvivorPosition (only in
)
- Unfreezes and releases the player from an info_survivor_position entity if they are at one.
- SetGlowEnabled <boolean > (only in
)
- Sets if this player is allowed to glow through walls if not visible.
- IgnitePlayer <integer > (only in
)
- Ignites the player with a specified lifetime and causes a reaction (sound and speech).
- Template:ModernNote
- Template:ModernBug
- BleedPlayer <integer > (only in
)
- Bleeds the player with a specified length.
- RollRareSpell (only in
)
- Forces the player to roll a rare spell. Only available if spells are enabled on the map.
- SetCustomModel <string > (only in
)
- Set a custom player model without animations.
- Template:ModernNote
- SetCustomModelWithClassAnimations <string > (only in
)
- Set a custom player model with animations.
- SetCustomModelOffset <vector > (only in
)
- Set a custom player model position on the player.
- SetCustomModelRotation <vector > (only in
)
- Set a custom player model rotation on the player.
- SetCustomModelRotates <boolean > (only in
)
- Set if the custom model rotates or not to the player's angles.
- SetCustomModelVisibleToSelf <boolean > (only in
)
- Set if the custom model is visible to the player, in thirdperson.
- SetForcedTauntCam <boolean > (only in
)
- Forces the player into thirdperson mode.
- SpeakResponseConcept <string > (only in
)
- Forces the player to speak the specified response concept, an example being
halloweenlongfall
.
- SetScriptOverlayMaterial (only in
)
- Sets a custom overlay material. This overlay is separate from normal overlays (e.g. burning or env_screenoverlay) and will not get overriden.
- RoundSpawn (only in
)
- Clears any magic spell within the player's current spell book.

Outputs
