logic_playerproxy
Jump to navigation
Jump to search
Class hierarchy |
---|
CLogicPlayerProxy |
hl2_player.cpp |
logic_playerproxy
is a point 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.
Note:Outputs will only fire on the first instance of this entity in the map.
Note:This entity is primarily intended for use in singleplayer, but all of the games it is present in can be played in multiplayer as well, even if they were not designed with it in mind. Thus, the entity exhibits varying behavior in multiplayer depending on the game:
- 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>
- 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.
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.
|
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.
Categories:
- CServerOnlyEntity
- Half-Life 2 series entities
- Half-Life 2 series point entities
- Portal series entities
- Portal series point entities
- Alien Swarm entities
- Alien Swarm point entities
- Counter-Strike: Global Offensive entities
- Counter-Strike: Global Offensive point entities
- Black Mesa entities
- Black Mesa point entities
- Pages with uncategorized bugs
- IO System