logic_playerproxy

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class hierarchy
CLogicPlayerProxy defined in logic_playerproxy.cpp
CLogicalEntity
CServerOnlyEntity
CBaseEntity
Playerproxy this icon from black mesa game.png

logic_playerproxy is a point entity available in the following Source Source games or engine branches:
Half-Life 2 Half-Life 2Portal PortalAlien Swarm Alien SwarmPortal 2 Portal 2Counter-Strike: Global Offensive Counter-Strike: Global Offensive and Black Mesa Black Mesa.

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

Note.pngNote:Outputs will only fire on the first instance of this entity in the map.
Note.pngNote: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


Base:
Name (targetname) <string>
The name that other entities use to refer to this entity.
Parent (parentname) <targetname>
Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (parentname [targetname],[attachment])
Tip.pngTip:Entities transition to the next map with their parents
Tip.pngTip:phys_constraint can be used as a workaround if parenting fails.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note.pngNote:Hammer does not move the entities accordingly only in the editor.
Pitch Yaw Roll (X Y Z) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Note.pngNote:This works on brush entities, although Hammer doesn't show the new angles.
Classname (classname) <string> !FGD
Determines the characteristics of the entity before it spawns.
Tip.pngTip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
Flags (spawnflags) <integer> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Entity Scripts (vscripts) <scriptlist> (in all games since Left 4 Dead 2) (also in Team Fortress 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. Scripts executed on the worldspawn entity will be placed in root scope.
Think function (thinkfunction) <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
Lag Compensation (LagCompensate) <boolean> (in all games since Left 4 Dead 2) !FGD
Set to Yes to lag compensate this entity. Should be used very sparingly!
Is Automatic-Aim Target (is_autoaim_target) <boolean> (in all games since Counter-Strike: Global Offensive) !FGD
If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.

DamageFilter:

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

Inputs

Half-Life 2PortalBlack Mesa 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 2Portal Half-Life 2, HL2 Episodes and Portal

LowerWeapon
Lowers the players weapon.
SetLocatorTargetEntity <string> (only in Half-Life 2: Episode Two)
Set the entity that the HUD locator should track. (Usually a vehicle)
Note.pngNote:Also works in Episode One since Source 2007, if the resources are ported.
SuppressCrosshair  (only in Portal) !FGD
Hides the crosshair.
Note.pngNote: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.pngNote: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 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.
SetFallDamageEnabled <boolean> (only in Portal 2: Community Edition)
Enables or disables fall damage on the player.
GiveBoots  (only in Portal 2: Community Edition)
Gives long fall boots to the player.
RemoveBoots  (only in Portal 2: Community Edition)
Removes long fall boots to the player.
GivePaintGunFull  (only in Portal 2: Community Edition)
Gives the player a full paint gun.
GivePaintGunBasic  (only in Portal 2: Community Edition)
Gives the player a basic paint gun.
RemovePaintGun  (only in Portal 2: Community Edition)
Removes the player's paint gun.
RemovePortalGun  (only in Portal 2: Community Edition)
Removes the player's portal gun.

Base


Base:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
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 thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 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> (in all games since Left 4 Dead 2) (also in Team Fortress 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.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since 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> (in all games since 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

Half-Life 2PortalBlack Mesa 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.
PlayerMissedAR2AltFire  (not in Half-Life 2)
Player fired an AR2 combine ball that didn't kill any enemies.

Portal 2Black MesaCounter-Strike: Global Offensive 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.
Icon-Bug.pngBug:These are technically in Counter-Strike: Global Offensive and Black Mesa, but don't work.

Portal 2 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.
OnStartSlowingTime  (only in Portal 2: Community Edition)
Fired when a Portal player initiates slow time.
OnStopSlowingTime  (only in Portal 2: Community Edition)
Fired when a Portal player stops slowing time.

Base

Base:

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.