player
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Important:This is a preserved entity.
If the game has round restart mechanics this entity may not behave as expected:
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!


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CTFPlayer |
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player
is an entity available in Team Fortress 2. The player itself or a bot. NPCs are not players. This entity still exists even if the player is dead.

If the game has round restart mechanics this entity may not behave as expected:
- 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.
Limitations/Bugs

Inputs
- SetHealth <integer>
- Sets the player's health. Values clamped between 0 and
max_health
(the latter being normally set up for each individual class in scripts/playerclasses).
- 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:Will disable any weapon-switching of the target
- SetFogController <string>
- Sets the env_fog_controller to use.
- SpeakResponseConcept <string>
- Speak the specified response concept immediately. This is what's used to make players scream when falling into pits (using
HalloweenLongFall
response). Additional context can be passed using space-delimited key:value pairs. Example:TLK_MVM_TANK_CALLOUT IsMvMDefender:1 randomnum:100
. For a list of response rules, see the txt files inscripts/talker/
located intf2_misc
VPK.
ExpandList of Responses
- IgnitePlayer <integer>
- 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, initiating sound and speech but no actual fire. Use trigger_ignite as a workaround. [todo tested in ?]
- ExtinguishPlayer
- Extinguishes the player.
- BleedPlayer <integer>
- Bleeds the player with a specified length.
- RollRareSpell
- Forces the player to roll a rare spell. Only available if spells are enabled on the map.
- SetCustomModel <string>
- Set a custom player model without animations.
Note:Using
""
as the model argument will instead clear the target's custom model, returning the player to normal.
- SetCustomModelWithClassAnimations <string>
- Set a custom player model with animations.
- SetCustomModelOffset <vector>
- Set a custom player model position on the player.
- SetCustomModelRotation <vector>
- Set a custom player model rotation on the player.
- ClearCustomModelRotation
- Clears the custom player model rotation.
- SetCustomModelRotates <boolean>
- Set if the custom model rotates or not to the player's angles.
- SetCustomModelVisibleToSelf <boolean>
- Set if the custom model is visible to the player, in thirdperson.
- SetForcedTauntCam <boolean>
- Forces the player into thirdperson mode.
- SetScriptOverlayMaterial
- Sets a custom screen overlay material. This overlay is separate from normal screen overlays (e.g. burning or env_screenoverlay) and will not get overriden.
- TriggerLootIslandAchievement
- [Todo].
- TriggerLootIslandAchievement2
- [Todo].
- RoundSpawn
- Clears any magic spell within the player's current spell book.