player

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player is a point entity available in all Source games. The player itself. This entity still exists even if the player is dead. A pointer to the player can be acquired by using UTIL_GetLocalPlayer().

Note:This entity is not listed in the FGD, and is not intended to be placed in a map manually.
Note:Keyvalues, inputs and outputs vary depending on game and engine version.

Warning: Placing a player entity in a map will result in an instant fatal error on map load!

Keyvalues

Note:These keyvalues should be changed on a player with AddOutput.
Health (health) <integer>
The player's health.
Maximum Health (max_health) <integer>
The value of "health" cannot exceed this.
Collisions (solid) <choices>
Method of collision for the player.
Model Index (modelindex) <integer>
Changes the player's model to a precached model on the map. Not available in <Team Fortress 2>.
Lighting Origin (LightingOrigin) <targetname>
Select an entity (not info_lighting!) from which to sample lighting instead of the entity's origin.
Lighting Origin Offset (LightingOriginHack) <targetname>
The info_lighting_relative from which to sample lighting instead of the entity's origin. Not in <Left 4 Dead><Left 4 Dead 2>.
Damage Filter Name (damagefilter) <targetname>
When this entity receives damage, it will filter by this entity.
Start Fade Distance (fademindist) <float>
Distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
End Fade Distance (fademaxdist) <float>
Distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) <float>
If specified in the worldspawn, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also $noforcedfade.
Render Mode (rendermode) <choices>
Set a non-standard rendering mode on this entity.
Render FX / Transparency (0 - 255) (renderamt) <integer>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.
Render FX (renderfx) <choices>
Preset pattern of appearance effects.
To do: 18-21, 25
Shadow Cast Distance (shadowcastdist) <integer>
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Disable Shadows (disableshadows) <boolean>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving shadows on itself.
Model Scale (modelscale) <float> (New with Half-Life 2: Episode Two / Source 2007)
A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however. Not in [Portal], <Left 4 Dead>, <Left 4 Dead 2>, sdk 2013.
Warning: Negative or extremely high values can cause crashes!
Glow Backface Multiple (glowbackfacemult) <float> (New with Left 4 Dead 2) !FGD
If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.
Move Type (MoveType) <choices> (New with Alien Swarm) !FGD
Sets a movetype for this entity, which changes its movement behavior.
Collision Group (CollisionGroup) <choices> (New with Alien Swarm) !FGD
Sets a collision group for this entity, which changes its collision behavior.
Disable ShadowDepth (disableshadowdepth) <boolean> (New with Portal 2)
Makes this entity not cast a shadow from env_projectedtextures.
Projected Texture Cache (shadowdepthnocache) <choices> (New with Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
  • 0: Default
  • 1: No cache - render every frame
  • 2: Cache it - render only once
Disable Flashlight (disableflashlight) <boolean> (New with Portal 2)
Used to disable projected texture lighting and shadows on this entity.

Base:

Classname (classname) <string>
The classname defines the type of entity. Classnames can be changed using AddOutput, which will influence how the engine deals with the entity in certain circumstances.
Name (targetname) <string>
The name that other entities refer to this entity by.
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a trigger_transition. Some entities which aren't intended to be parented may not function correctly. phys_constraint can be used as a workaround to parenting.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
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:This works on brush entities, although Hammer doesn't show the new angles.
Flags (spawnflags) <integer>
Toggles features of an entity, its specific number is determined by the combination of flags added.
Response Contexts (ResponseContext) <string>
Pre-defined response system contexts for this entity. Format is key:value,key:value,.... Contexts may be filtered.
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Local Time (ltime) <float> !FGD
The local time of the entity, independent of the global clock. Used mainly for physics calculations.
Next Think (nextthink) <float> !FGD
Amount of time before the entity thinks again.
Hammer ID (hammerid) <integer> !FGD
The entity's Hammer ID. Mainly used by plugins and debugging commands, such as ent_keyvalue. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID.
Disable for Xbox 360 (disableX360) <boolean> (New with Left 4 Dead 2) !FGD
If Yes, disables this entity on the Xbox 360 version of Source.
Entity Scripts (vscripts) <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 (thinkfunction) <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. Try to avoid expensive operations in this function, as it may cause performance problems.
Lag Compensation (LagCompensate) <boolean> (New with 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> (New with 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.

Inputs

SetHealth <integer>
Sets the player's health. Values clamped between 0 and max_health.
HandleMapEvent <string>
Tells the game to perform a function, such as unlock an achievement. Hardcoded for specific map names.
SetHUDVisibility <boolean>
Hides or displays the HUD. Not available in <Half-Life 2> series.
Note:The menu can still be accessed, and some HUD elements such as kill-icons may still be visible.
SetFogController <string>
Sets the fog controller to use for the !activator. Not available in <Half-Life 2> series.
SpeakResponseConcept <string>
Speak the specified response concept immediately. Not available in <Half-Life 2> series.
IgnoreFallDamage <float>
<Half-Life 2> Prevent the player from taking fall damage for [n] seconds, but reset back to taking fall damage after the first impact (so players will be hurt if they bounce off what they hit).
IgnoreFallDamageWithoutReset <float>
<Half-Life 2> Absolutely prevent the player from taking fall damage for [n] seconds.
OnSquadMemberKilled
<Half-Life 2> Notification of a player's NPC ally in the players squad being killed.
DisableFlashlight
<Half-Life 2> Disables the player's flashlight.
EnableFlashlight
<Half-Life 2> Enables the player's flashlight.
ForceDropPhysObjects
<Half-Life 2> Force the player to drop any physics objects they are carrying.
OnRescueZoneTouch
<Counter-Strike: Source><Counter-Strike: Global Offensive> Fired when a hostage is rescued. This input is also available in the code for <Left 4 Dead> and <Left 4 Dead 2>.
SetCommentaryStatueMode
<Left 4 Dead> To do.
DisableLedgeHang
<Left 4 Dead 2> Disable ledge hanging by player.
EnableLedgeHang
<Left 4 Dead 2> Enable ledge hanging by player.
IgnitePlayer <integer>
<Team Fortress 2> Ignites the player with a specified lifetime and causes a reaction (sound and speech).
Note:Does not fire the OnIgnite output.
Bug: Broken since the Jungle Inferno update, only initiates sound and speech but no actual fire. Use trigger_ignite as a workaround.
ExtinguishPlayer
<Team Fortress 2> Extinguishes the player.
BleedPlayer <integer>
<Team Fortress 2> Bleeds the player with a specified length.
RollRareSpell
<Team Fortress 2> Forces the player to roll a rare spell. Only available if spells are enabled on the map.
SetCustomModel <string>
<Team Fortress 2> Set a custom player model without animations.
SetCustomModelOffset <vector>
<Team Fortress 2> Set a custom player model position on the player.
SetCustomModelRotation <vector>
<Team Fortress 2> Set a custom player model rotation on the player.
ClearCustomModelRotation
<Team Fortress 2> Clears the custom player model rotation.
SetCustomModelRotates <boolean>
<Team Fortress 2> Set if the custom model rotates or not to the player's angles.
SetCustomModelVisibleToSelf <boolean>
<Team Fortress 2> Set if the custom model is visible to the player, in thirdperson.
SetForcedTauntCam <boolean>
<Team Fortress 2> Forces the player into thirdperson mode.
SpeakResponseConcept <string>
<Team Fortress 2> Forces the player to speak the specified response concept, an example being halloweenlongfall.
TriggerLootIslandAchievement
<Team Fortress 2> To do.
TriggerLootIslandAchievement2
<Team Fortress 2> To do.
RoundSpawn
<Team Fortress 2> To do.

Base:

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.
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.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
AddOutput <string>
Evaluates a keyvalue/output on this entity.
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.
DispatchEffect <string> !FGD
Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since <Left 4 Dead>.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext <string>
Removes all contexts from this entity's list.
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.

Model:

skin <integer>
Selects a skin from the model's index, starting with 0.
SetBodyGroup <integer>
Sets the the active $bodygroup.
Ignite
Makes the entity catch on fire indefinitely.
IgniteLifetime <float>
Makes the entity catch on fire for a given amount of time.
IgniteNumHitboxFires <integer>
Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in <Left 4 Dead 2> onward.
IgniteHitboxFireScale <float>
Makes the entity catch on fire with a given scale for hitbox fire particles. Does not function correctly in <Left 4 Dead 2> onward.
BecomeRagdoll
Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains $collisionjoints, for other models phys_convert can be used instead.
SetLightingOrigin <targetname>
Sets the entity's lighting origin to use this entity's position.
SetLightingOriginHack <targetname>
Offsets the entity's lighting origin by their distance from an info_lighting_relative.
Note:Not available in <Left 4 Dead><Left 4 Dead 2>.
fademindist <float>
Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
fademaxdist <float>
Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
SetModelScale <vector>
Only available for <Team Fortress 2><Half-Life 2>. Multiplies the size of the model. Does not alter the physics collisions in most cases, however. Negative values are accepted. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over.
Tip:The modelscale keyvalue can be AddOutputed as a workaround for other games with this input missing.

Warning: Negative or extremely high values can cause crashes!

Alpha <integer>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than 0.
AlternativeSorting <boolean>
Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color <color255>
Sets an RGB color for the entity.
SetDamageFilter <targetname>
Sets a filter for this entity for when it receives damage.
EnableDamageForces
Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
Prevents the entity from being pushed by damage done to it.
EnableShadow
Allows the entity to draw a render target shadow.
DisableShadow
Prevents the entity from drawing a render target shadow.

Outputs

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.
OnKilled  (Only in the Left 4 Dead series)
This output fires when the entity is killed and removed from the game.

Model:

OnIgnite
Fired when the entity catches fire, such as from an env_entity_igniter or the Ignite inputs.