player
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Note:Keyvalues, inputs, outputs and Dimensions vary depending on game and engine version.
Tip:In singleplayer, a pointer to the player can be acquired by using
Warning:Removing a player entity that a human player is in control of will cause them to either be kicked from the game or prevented them from doing anything.
Important:This entity is not intended to be placed in a map manually. Doing so will result in an instant fatal error on map load!
Note:Keyvalues can be changed on a player with AddOutput.




This is a preserved entity in 









If the game has round restart mechanics this entity may not behave as expected.










If the game has round restart mechanics this entity may not behave as expected.
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... Game Specific ... |
player
is an entity available in all Source games. The player itself or a bot. NPCs are not players. This entity still exists even if the player is dead.


UTIL_GetLocalPlayer()
.

Keyvalues

- Health (health) <integer>
- The player's health.
Note:Use SetHealth input instead, as this may not update health properly, leaving player at 0 health while still alive.
- Maximum Health (max_health) <integer>
- The value of "health" cannot exceed this.
- Base Velocity (BaseVelocity) <vector>
- Adds to the velocity of the player.
Format:<x> <y> <z>
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.
Note:The menu can still be accessed, and some HUD elements such as kill-icons may still be visible.
Warning:Hiding the HUD will disable any weapon-switching of the target. Still available with use console command. (tested in:
)
- SetFogController <string >
- Sets the env_fog_controller to use.
- PerformForcedWeaponDeploy <string > (only in
)
- Forces the player to use specified weapon with pickup animation.
Note:Pickup animation doesn't always work, this somehow depends on player's ammo and other weapons.