events_player
events_player
is a point entity available in Vampire: The Masquerade - Bloodlines. Entity that use connections to define the events that happen to a player.
Note:May be only one on map.
Key Values
- Name
(targetname)
<string> - 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
- Start Hidden
(StartHidden)
<choices> - Don't spawn the entity while the script command didn't sent.
Value Description 0 Yes 1 No
- Enabled
(enabled)
<choices> - Turn entity state On or Off.
Value Description 0 No 1 Yes
Inputs
SetSafeArea
- Sets area safety type.
SetCopWaitArea
- Sets cop waiting area.
SetCopGrace
- Sets cop grace.
SetNosferatuTolerant
- Sets nosferatu-tolerant area.
SetNoFrenzyArea
- Sets this area as frenzy-impossible.
AIEnable
- Enables AI.
HideCutsceneInterferingEntities
- ides cutscene-related interfering entities.
UnhideCutsceneInterferingEntities
- Unhides cutscene-related interfering entities
PlayEndCredits
- Show end-game credits.
ClearDialogCombatTimers
- Clear dialog combat timers.
SetParent
- Changes the entity's parent in the movement hierarchy.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
Outputs
CopsOutside
- Fired when the cops outside.
CopsComing
- Fired when the cops are coming.
StartCopPursuitMode
- Fired when cop pursuit mode stars.
EndCopPursuitMode
- Fired when cop pursuit mode ends.
StartCopAlertMode
- Fired when cop alert mode starts.
EndCopAlertMode
- Fired when cop alert mode ends.
StartHunterPursuitMode
- Fired when hunter alert mode starts.
EndHunterPursuitMode
- Fired when hunter alert mode ends.
MasqueradeLevel1
- Fired when player's masquerade level reaches 1 point.
MasqueradeLevel2
- Fired when player's masquerade level reaches 2 point.
MasqueradeLevel3
- Fired when player's masquerade level reaches 3 point.
MasqueradeLevel4
- Fired when player's masquerade level reaches 4 point.
MasqueradeLevel5
- Fired when player's masquerade level reaches 5 point.
MasqueradeLevelChanged
- Fired when player's masquerade level changed.
PlayerHasNoBlood
- Fired when player needs blood.
CombatMusicStart
- Fired when combat music starts playing.
CombatMusicEnd
- Fired when combat music stops playing.
AlertMusicStart
- Fired when alert music starts playing.
AlertMusicEnd
- Fired when alert music stops playing.
NormalMusicStart
- Fired when normal music starts playing.
NormalMusicEnd
- Fired when normal music stops playing.