player

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Info.png
This entity is not in the FGD by default.
It should not be put directly in a map.
Class hierarchy
CTerrorPlayer
CCSPlayer
CBaseMultiplayerPlayer
CBasePlayer
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity

player is an entity available in Left 4 Dead series Left 4 Dead series. Human players of any team are this entity.

Note.pngNoteBot zombies' player entity exists for 7 seconds after they die while a survivor bot's player entity remains forever (or until human player takes their places)
Note.pngNoteSurvivor bots, SI and Tank's classname in-game is also player.
Warning.pngWarning:This entity is not intended to be placed in a map manually. Doing so will result in an instant fatal error on map load!
Icon-Important.pngImportant:This is a preserved entity.
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non preserved entities may have undesirable effects.

Inputs

SetHealth <integer>
Sets the player's health. Values clamped between 0 and max_health.
SetHUDVisibility <boolean>
Hides or displays the HUD.
Warning.pngWarning:Can't switch items when HUD is disabled
SetFogController <string>
Sets the env_fog_controller to use.
SpeakResponseConcept <string>
Speak the specified response concept immediately.
IgnoreFallDamage <float>
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>
Absolutely prevent the player from taking fall damage for [n] seconds.
Note.pngNoteShould use "OnStartTrouch - !activator". Consider the Time to be short, if there's another ledge they could jump off while being in the "no damage" timer.
Note.pngNoteAffects AI boomers who by default take fall damage
SetCommentaryStatueMode <boolean>
When set to 1, player bot will be stopped and have HP set to 1048576 (2^20). Setting it back to 0 will leave the bot with 1 HP
DisableLedgeHang
Disable ledge hanging by player.
EnableLedgeHang
Enable ledge hanging by player.
TeleportToSurvivorPosition <string>
Teleport a player to an info_survivor_position entity, then freezes them. To unfreeze them, use the ReleaseSurvivorPositions input from info_director or the player's ReleaseFromSurvivorPosition input.
ReleaseFromSurvivorPosition
Unfreezes and releases the player from an info_survivor_position entity if they are at one.
CancelCurrentScene
Cancels scene that's currently playing. Used in c6m3 to stop L4D2 survivors talking with L4D1 survivors when they start the elevator.
SetGlowEnabled <boolean> (only in Left 4 Dead 2)
Sets if this player is allowed to glow through walls if not visible.
RemoveWeaponUpgrades  (only in Left 4 Dead 2)
Removes laser sights from guns.
OnRescueZoneTouch
Leftover from Counter-Strike: Source

Fake players

Bot survivors and SI are spawned as fake players. Their entities are called survivor_bot, hunter, smoker, boomer, spitter, charger, jockey and tank. Their classname keyvalue is automatically changed to player upon spawning. They still have the same properties, inputs and count towards the player limit as they are derived from CTerrorPlayer (survivor_bot has 2 additional netprops). Their true classname can be observed via vscript only inside player_activate event.

See also