Player

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Revision as of 05:30, 3 March 2023 by Ty (talk | contribs) (→‎Inputs: spelling error fix)
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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.

Template:Entity The player itself. This entity still exists even if the player is dead.

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Keyvalues

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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.
Model Index (modelindex) <integer> (not in Team Fortress 2)
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 Left 4 Dead seriesLeft 4 Dead series)
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 PortalLeft 4 Dead seriesLeft 4 Dead seriesSource 2013)
A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.
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Glow Backface Multiple (glowbackfacemult) <float> (in all games since Left 4 Dead 2) !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 Alien Swarm) !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 Alien Swarm) !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>
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Disable ShadowDepth (disableshadowdepth) <boolean> (in all games since Portal 2)
Makes this entity not cast a shadow from env_projectedtextures.
Projected Texture Cache (shadowdepthnocache) <choices> (in all games since Portal 2)
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 Portal 2)
Used to disable projected texture lighting and shadows on this entity.


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.
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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 "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 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.
SetCommentaryStatueMode  (only in Left 4 Dead 2)
[Todo].
DisableLedgeHang  (only in Left 4 Dead 2)
Disable ledge hanging by player.
EnableLedgeHang  (only in Left 4 Dead 2)
Enable ledge hanging by player.
TeleportToSurvivorPosition <stringRedirectInput/string> (only in Left 4 Dead 2)
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's ReleaseFromSurvivorPosition input.
ReleaseFromSurvivorPosition  (only in Left 4 Dead 2)
Unfreezes and releases the player from an info_survivor_position entity if they are at one.
SetGlowEnabled <booleanRedirectInput/boolean> (only in Left 4 Dead 2)
Sets if this player is allowed to glow through walls if not visible.
RemoveWeaponUpgrades  (only in Left 4 Dead 2)
Removes laser sights from guns.
CancelCurrentScene  (only in Left 4 Dead 2)
Makes the player's character quit talking immediately.
IgnitePlayer <integerRedirectInput/integer> (only in Team Fortress 2)
Ignites the player with a specified lifetime and causes a reaction (sound and speech).
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ExtinguishPlayer  (only in Team Fortress 2)
Extinguishes the player.
BleedPlayer <integerRedirectInput/integer> (only in Team Fortress 2)
Bleeds the player with a specified length.
RollRareSpell  (only in Team Fortress 2)
Forces the player to roll a rare spell. Only available if spells are enabled on the map.
SetCustomModel <stringRedirectInput/string> (only in Team Fortress 2)
Set a custom player model without animations.
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SetCustomModelWithClassAnimations <stringRedirectInput/string> (only in Team Fortress 2)
Set a custom player model with animations.
SetCustomModelOffset <vectorRedirectInput/Vector> (only in Team Fortress 2)
Set a custom player model position on the player.
SetCustomModelRotation <vectorRedirectInput/Vector> (only in Team Fortress 2)
Set a custom player model rotation on the player.
ClearCustomModelRotation  (only in Team Fortress 2)
Clears the custom player model rotation.
SetCustomModelRotates <booleanRedirectInput/boolean> (only in Team Fortress 2)
Set if the custom model rotates or not to the player's angles.
SetCustomModelVisibleToSelf <booleanRedirectInput/boolean> (only in Team Fortress 2)
Set if the custom model is visible to the player, in thirdperson.
SetForcedTauntCam <booleanRedirectInput/boolean> (only in Team Fortress 2)
Forces the player into thirdperson mode.
SpeakResponseConcept <stringRedirectInput/string> (only in Team Fortress 2)
Forces the player to speak the specified response concept, an example being halloweenlongfall.
SetScriptOverlayMaterial  (only in Team Fortress 2)
Sets a custom overlay material. This overlay is separate from normal overlays (e.g. burning or env_screenoverlay) and will not get overriden.
TriggerLootIslandAchievement  (only in Team Fortress 2)
[Todo].
TriggerLootIslandAchievement2  (only in Team Fortress 2)
[Todo].
RoundSpawn  (only in Team Fortress 2)
Clears any magic spell within the player's current spell book.
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Outputs

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See Also