Difference between revisions of "Logic playerproxy"

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==Entity description==
 
==Entity description==
 
It is used to relay inputs/outputs to the player and back to the world.
 
It is used to relay inputs/outputs to the player and back to the world.
{{note|Despite this is a base entity, it's not supported in [[Counter-Strike: Source]].}}
+
{{note|Despite this being a base entity, it's not supported in [[Counter-Strike: Source]].}}
  
 
== Keyvalues ==
 
== Keyvalues ==

Revision as of 15:15, 6 January 2019

logic_playerproxy is a point entity available in all Source games.

Entity description

It is used to relay inputs/outputs to the player and back to the world.

Note:Despite this being a base entity, it's not supported in Counter-Strike: Source.

Keyvalues

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

DamageFilter:

Damage Filter (damagefilter) <targetname>
Name of the filter_damage_type entity that controls which entities can damage us.

Inputs

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.
LowerWeapon  (New with Half-Life 2: Episode Two / Source 2007)
Lowers the players weapon.
EnableCappedPhysicsDamage  (New with Half-Life 2: Episode Two / Source 2007)
Cause player to take less damage from physics objects, and never more than 30 points from any individual strike.
DisableCappedPhysicsDamage  (New with Half-Life 2: Episode Two / Source 2007)
Undo effects of EnableCappedPhysicsDamage
SetLocatorTargetEntity  <string> (New with Half-Life 2: Episode Two / Source 2007)
Set the entity that the HUD locator should track. (Usually a vehicle)
AddPotatosToPortalgun  (New with Portal 2)
Change portalgun bodygroup to show potatos.
RemovePotatosFromPortalgun  (New with Portal 2)
Change portalgun bodygroup to not show potatos.
SetDropEnabled  <boolean> (New with Portal 2)
Set wether the player is allowed to drop a carried object.
ForceVMGrabController  (New with Portal 2)
Force the player to use the view model grab controller for all objects that are picked up.
ForcePhysicsGrabController  (New with Portal 2)
Force the player to use the physics grab controller for all objects that are picked up.
ResetGrabControllerBehavior  (New with Portal 2)
Resets the grab controller used by the player to its default behavior.
SetMotionBlurAmount  <float> (New with Portal 2)
Forces the motion blur effect on the player. Set to < 0 to disable this override.

Targetname:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <coordinates> (New with Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles.

DamageFilter:

SetDamageFilter  <string>
Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.

Outputs

OnFlashlightOn  <float>
Fired when the player turns on his 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 his flashlight. This output has the value of how much energy the player had when this happened [0..1].
PlayerHealth  <integer>
The player's current health value.
PlayerHasAmmo
Fired by request if the player has any ammo.
PlayerHasNoAmmo
Fired by request if the player doesn't have any ammo.
PlayerMissedAR2AltFire  (New with Half-Life 2: Episode Two / Source 2007)
Player fired an AR2 combine ball that didn't kill any enemies.
PlayerDied  (New with Half-Life 2: Episode Two / Source 2007)
Fires when the player dies.
OnStartSlowingTime  (New with Alien Swarm)
Fired when a Portal player initiates slow time.
OnStopSlowingTime  (New with Alien Swarm)
Fired when a Portal player stops slowing time.
OnPrimaryPortalPlaced  (New with Portal 2)
Fired when a Portal player successfully places the primary portal.
OnSecondaryPortalPlaced  (New with Portal 2)
Fired when a Portal player successfully places the secondary portal.
OnDuck  (New with Portal 2)
Fired when a player starts to duck.
OnUnDuck  (New with Portal 2)
Fired when a player releases the duck button.
OnJump  (New with Portal 2)
Fired when a player jumps.

Targetname:

OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (Only in the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.