logic_playerproxy
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CLogicPlayerProxy |
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logic_playerproxy
is a logical entity available in Half-Life 2 series,
Portal series,
Alien Swarm,
Counter-Strike: Global Offensive, and
Black Mesa.
It is used to relay inputs/outputs to the player and back to the world.


- In Orange Box games and Portal 2, outputs will fire correctly, with the player that triggered the output as the !activator.
- In Orange Box games, inputs will affect the most recently connected player.
- In Portal 2, inputs will do nothing and produce the console message
Can't use logic player proxy in multiplayer!
(which is slightly erroneous, as outputs still work as mentioned previously). - In Alien Swarm and CS:GO (which are multiplayer only), the entity does not function at all.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
DamageFilter:
- Damage Filter (damagefilter) <targetname>
- Damage filter that also needs to be passed when player takes damage
Inputs
DamageFilter:
- SetDamageFilter <string >
- Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.


Half-Life 2, HL2 Episodes, Portal and Black Mesa
- RequestPlayerHealth
- Requests the current player's health from the proxy. This will fire the PlayerHealth output with the value.
- SetFlashlightSlowDrain
- Puts the player's flashlight in slow-power-drain mode (for Episodic darkness)
- SetFlashlightNormalDrain
- Puts the player's flashlight to default power drain
- SetPlayerHealth <integer >
- Sets the player's health to this value.
- RequestAmmoState
- Request the ammo state of the player. It will fire PlayerHasAmmo or PlayerHasNoAmmo outputs.
- EnableCappedPhysicsDamage
- Cause player to take less damage from physics objects, and never more than 30 points from any individual strike.
- DisableCappedPhysicsDamage
- Undo effects of EnableCappedPhysicsDamage

Half-Life 2, HL2 Episodes and Portal
- LowerWeapon
- Lowers the players weapon.
- SetLocatorTargetEntity <string > (only in
)
- Set the entity that the HUD locator should track. (Usually a vehicle)
Note:Also works in Episode One since Source 2007, if the resources are ported.
- SuppressCrosshair (only in
) !FGD
- Hides the crosshair.
Note:Unlike the command
crosshair 0
, the crosshair is enabled again when a new game is started or a save made before firing the input is loaded.Note:Added in the March 3rd, 2010 update. Seems to be a backported Portal 2 input that was removed from Portal 2 before release.
- OnPlayerStartedGame (only in
) !FGD
- Indicates that the player started the game from the beginning and leaderboard stats should be tracked.
- OnPlayerBeatGame (only in
) !FGD
- Saves the current time, portal, and step scores to the leaderboard if OnPlayerStartedGame was fired previously.
Portal 2
- AddPotatosToPortalgun
- Change portalgun bodygroup to show PotatOS.
- RemovePotatosFromPortalgun
- Change portalgun bodygroup to not show PotatOS.
- SetDropEnabled
- Set whether the player is allowed to drop a carried object.
- ForceVMGrabController
- Force the player to use the view model grab controller for all objects that are picked up.
- ForcePhysicsGrabController
- Force the player to use the physics grab controller for all objects that are picked up.
- ResetGrabControllerBehavior
- Resets the grab controller used by the player to its default behavior.
- SetMotionBlurAmount <float >
- Forces the motion blur effect on the player. Set to <= 0 to disable this override.
- PaintPlayerWithPortalPaint !FGD
- Displays a Conversion Gel splashing effect on the player's screen.
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Outputs


Half-Life 2, HL2 Episodes, Portal and Black Mesa
- PlayerDied
- Fires when the player dies.
- PlayerHealth <integer >
- Outputs the player's current health value.
- OnFlashlightOn <float >
- Fired when the player turns on their flashlight. This output has the value of how much energy the player had when this happened [0..1].
- OnFlashlightOff <float >
- Fired when the player turns off their flashlight. This output has the value of how much energy the player had when this happened [0..1].
- PlayerHasAmmo
- Fired by request if the player has any ammo.
- PlayerHasNoAmmo
- Fired by request if the player doesn't have any ammo.


Portal 2, Counter-Strike Global Offensive and Black Mesa
- OnDuck
- Fired when a player starts to duck.
- OnUnDuck
- Fired when a player releases the duck button.
- OnJump
- Fired when a player jumps.
Bug:These are technically in Counter-Strike: Global Offensive and Black Mesa, but don't work.
Portal 2
- OnPrimaryPortalPlaced
- Fired when a Portal player successfully places the primary portal.
- OnSecondaryPortalPlaced
- Fired when a Portal player successfully places the secondary portal.
- OnCoopPing !FGD
- Fired in response to the unused
+coop_ping
command. Normal pings do not fire this output; use info_player_ping_detector instead.
External links
Map example .VMF
Categories:
- CServerOnlyEntity
- Logical entities
- Half-Life 2 series entities
- Half-Life 2 series logical entities
- Portal series entities
- Portal series logical entities
- Alien Swarm entities
- Alien Swarm logical entities
- Counter-Strike: Global Offensive entities
- Counter-Strike: Global Offensive logical entities
- Black Mesa entities
- Black Mesa logical entities
- Pages with uncategorized bugs
- IO System