logic_playerproxy
- Counter-Strike 2
- Half-Life: Alyx
- Dota 2
- Steam VR
Point Entity
An entity that is used to relay inputs/ouputs to the player and back to the world.
Keyvalues
-
Damage Filter (
damagefilter
) <TargetDestination
>
Name of the filter entity that controls which entities can damage us. -
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by.
Inputs
-
SetDamageFilter <
String
>
Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter. -
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
KillConstrained <
Void
>
Removes this entity, all its children, and anything constrained to it, from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
RequestPlayerHealth <
Void
>
Requests the current player's health from the proxy. This will fire the PlayerHealth output with the value. -
SetFlashlightSlowDrain <
Void
>
Puts the player's flashlight in slow-power-drain mode (for Episodic darkness) -
SetFlashlightNormalDrain <
Void
>
Puts the player's flashlight to default power drain -
SetPlayerHealth <
Integer
>
Sets the player's health to this value. -
RequestAmmoState <
Void
>
Request the ammo state of the player. It will fire PlayerHasAmmo or PlayerHasNoAmmo outputs. -
LowerWeapon <
Void
>
Lowers the players weapon. -
EnableCappedPhysicsDamage <
Void
>
Cause player to take less damage from physics objects, and never more than 30 points from any individual strike. -
DisableCappedPhysicsDamage <
Void
>
Undo effects of EnableCappedPhysicsDamage -
SetLocatorTargetEntity <
String
>
Set the entity that the HUD locator should track. (Usually a vehicle)
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. Parameter is the inflictor. -
OnStartSlowingTime <
Void
>
Fired when a Portal player initiates slow time. -
OnStopSlowingTime <
Void
>
Fired when a Portal player stops slowing time. -
OnFlashlightOn <
Float
>
Fired when the player turns on his 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 his flashlight. This output has the value of how much energy the player had when this happened [0..1]. -
PlayerHealth <
Integer
>
The player's current health value. -
PlayerMissedAR2AltFire <
Void
>
Player fired an AR2 combine ball that didn't kill any enemies. -
PlayerHasAmmo <
Void
>
Fired by request if the player has any ammo. -
PlayerHasNoAmmo <
Void
>
Fired by request if the player doesn't have any ammo. -
PlayerDied <
Void
>
Fires when the player dies.
Point Entity
An entity that is used to relay inputs/ouputs to the player and back to the world.
Keyvalues
-
Damage Filter (
damagefilter
) <TargetDestination
>
Name of the filter entity that controls which entities can damage us. -
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by.
Inputs
-
SetDamageFilter <
String
>
Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter. -
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
RequestPlayerHealth <
Void
>
Requests the current player's health from the proxy. This will fire the PlayerHealth output with the value. -
SetFlashlightSlowDrain <
Void
>
Puts the player's flashlight in slow-power-drain mode (for Episodic darkness) -
SetFlashlightNormalDrain <
Void
>
Puts the player's flashlight to default power drain -
SetPlayerHealth <
Integer
>
Sets the player's health to this value. -
RequestAmmoState <
Void
>
Request the ammo state of the player. It will fire PlayerHasAmmo or PlayerHasNoAmmo outputs. -
LowerWeapon <
Void
>
Lowers the players weapon. -
EnableCappedPhysicsDamage <
Void
>
Cause player to take less damage from physics objects, and never more than 30 points from any individual strike. -
DisableCappedPhysicsDamage <
Void
>
Undo effects of EnableCappedPhysicsDamage -
SetLocatorTargetEntity <
String
>
Set the entity that the HUD locator should track. (Usually a vehicle) -
SetFlashlightEnable <
Void
>
Enable the flashlight -
SetFlashlightDisable <
Float
>
Turn off the flashlight over specified duration -
SetFlashlightFlicker <
Float
>
Make the flashlight flicker for the specified amount of time (max 10 seconds) -
SetFlashglihtBrightness <
Float
>
Set the brightness level of the flashlight to the specified level (value should be between 0..1). It will adjust itself to the new brightness over time. -
HapticPulseLeftHand <
Float
>
Pulse the left hand, value is number of seconds. We use this for 'job to do' emphasis. -
HapticPulseHands <
Float
>
Pulse the hands, value is number of seconds. -
SetGlovesGordon <
Void
>
Switch to the Gordon glove models -
SetGlovesAlyx <
Void
>
Switch to the Alyx glove models -
SetMuzzleFlashEmitLightEnable <
Boolean
>
Enable or disable muzzle flashes emitting light when the player doesn't have the flashlight -
TestWeaponActive <
Void
>
Fires the OnWeaponActive output if the player currently has a weapon drawn, otherwise fires the OnWeaponNotActive output. -
SetFullPlayerHealthOverTime <
Float
>
Set the player health to max value over time, value is number of seconds. -
SetTeleportFlipped <
Boolean
>
Invert the player teleport arc. -
SetCanAttackEnable <
Void
>
Allow the player to attack again -
SetCanAttackDisable <
Void
>
Prevent the player from attacking -
CheckWearingHat <
Void
>
Test to see if the player is wearing a hat. Will fire either of the OutPlayerIsWearingHat/OutPlayerIsNotWearingHat outputs. -
SetReceivedDamageScale <
Float
>
Scale the damage taken by the player by the specified amount. Set it back to 1 to clear it. -
SetPreventSaving <
Void
>
Set to prevent the player from bringing up the Game Menu -
SetEnableSaving <
Void
>
Restore the Ability for Players to bring up the Game Menu -
SetHUDEnable <
Void
>
Enable 2D HUD -
SetHUDDisable <
Void
>
Disable 2D HUD -
CheckPlayerHasVodkaBottleInWristPocket <
Void
>
Test to see if the player has a vodka bottle in either of their wrist pockets. Will fire OnPlayerHasOneVodkaBottleInWristPocket or OnPlayerHasTwoVodkaBottlesInWristPockets if true.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. -
OnStartSlowingTime <
Void
>
Fired when a Portal player initiates slow time. -
OnStopSlowingTime <
Void
>
Fired when a Portal player stops slowing time. -
OnFlashlightOn <
Float
>
Fired when the player turns on his 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 his flashlight. This output has the value of how much energy the player had when this happened [0..1]. -
PlayerHealth <
Integer
>
The player's current health value. -
PlayerMissedAR2AltFire <
Void
>
Player fired an AR2 combine ball that didn't kill any enemies. -
PlayerHasAmmo <
Void
>
Fired by request if the player has any ammo. -
PlayerHasNoAmmo <
Void
>
Fired by request if the player doesn't have any ammo. -
PlayerDied <
Void
>
Fires when the player dies. -
OnPlayerCoughed <
Void
>
Fired any time Alyx coughs due to the Xen coughers. Does not fire if the cough is suppressed by the player's hand. -
OnWeaponActive <
Void
>
Fired in response to the TestWeaponActive input if the player has a weapon drawn. -
OnWeaponNotActive <
Void
>
Fired in response to the TestWeaponActive input if the player does not have a weapon drawn. -
OnPlayerCoverMouth <
Void
>
Fired in response to the player covering their mouth. -
OnPlayerUncoverMouth <
Void
>
Fired in response to the player uncovering their mouth. -
OnPlayerHitBySpit <
Void
>
Fired when the player is hit by an antlion worker spit projectile. -
OnVortEnergyAcquiredPrimaryHand <
Void
>
Fired when the player's primary hand is charged with vort energy. -
OnVortEnergyReleasedPrimaryHand <
Void
>
Fired when vort energy is removed from the player's primary hand. -
OnVortEnergyAcquiredOffHand <
Void
>
Fired when the player's off hand is charged with vort energy. -
OnVortEnergyReleasedOffHand <
Void
>
Fired when vort energy is removed from the player's off hand. -
OnPlayerTeleported <
Void
>
Fired when player teleports. -
OutPlayerIsWearingHat <
String
>
Fired in response to the CheckWearingHat input, if the player is wearing a hat. Parameter will be the hat model name. -
OutPlayerIsNotWearingHat <
Void
>
Fired in response to the CheckWearingHat input, if the player is not wearing a hat. -
OnPlayerHasOneVodkaBottleInWristPocket <
Void
>
Fired in response to CheckPlayerHasVodkaBottleInWristPocket, if there is a single vodka bottle in the wrist pockets. -
OnPlayerHasTwoVodkaBottlesInWristPockets <
Void
>
Fired in response to CheckPlayerHasVodkaBottleInWristPocket, if there are two vodka bottle in the wrist pockets.
Point Entity
An entity that is used to relay inputs/ouputs to the player and back to the world.
Keyvalues
-
Damage Filter (
damagefilter
) <TargetDestination
>
Name of the filter entity that controls which entities can damage us. -
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by.
Inputs
-
SetDamageFilter <
String
>
Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter. -
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
KillConstrained <
Void
>
Removes this entity, all its children, and anything constrained to it, from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
RequestPlayerHealth <
Void
>
Requests the current player's health from the proxy. This will fire the PlayerHealth output with the value. -
SetFlashlightSlowDrain <
Void
>
Puts the player's flashlight in slow-power-drain mode (for Episodic darkness) -
SetFlashlightNormalDrain <
Void
>
Puts the player's flashlight to default power drain -
SetPlayerHealth <
Integer
>
Sets the player's health to this value. -
RequestAmmoState <
Void
>
Request the ammo state of the player. It will fire PlayerHasAmmo or PlayerHasNoAmmo outputs. -
LowerWeapon <
Void
>
Lowers the players weapon. -
EnableCappedPhysicsDamage <
Void
>
Cause player to take less damage from physics objects, and never more than 30 points from any individual strike. -
DisableCappedPhysicsDamage <
Void
>
Undo effects of EnableCappedPhysicsDamage -
SetLocatorTargetEntity <
String
>
Set the entity that the HUD locator should track. (Usually a vehicle)
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. Parameter is the inflictor. -
OnStartSlowingTime <
Void
>
Fired when a Portal player initiates slow time. -
OnStopSlowingTime <
Void
>
Fired when a Portal player stops slowing time. -
OnFlashlightOn <
Float
>
Fired when the player turns on his 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 his flashlight. This output has the value of how much energy the player had when this happened [0..1]. -
PlayerHealth <
Integer
>
The player's current health value. -
PlayerMissedAR2AltFire <
Void
>
Player fired an AR2 combine ball that didn't kill any enemies. -
PlayerHasAmmo <
Void
>
Fired by request if the player has any ammo. -
PlayerHasNoAmmo <
Void
>
Fired by request if the player doesn't have any ammo. -
PlayerDied <
Void
>
Fires when the player dies.
Point Entity
An entity that is used to relay inputs/ouputs to the player and back to the world.
Keyvalues
-
Damage Filter (
damagefilter
) <TargetDestination
>
Name of the filter entity that controls which entities can damage us. -
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by.
Inputs
-
SetDamageFilter <
String
>
Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter. -
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
RequestPlayerHealth <
Void
>
Requests the current player's health from the proxy. This will fire the PlayerHealth output with the value. -
SetFlashlightSlowDrain <
Void
>
Puts the player's flashlight in slow-power-drain mode (for Episodic darkness) -
SetFlashlightNormalDrain <
Void
>
Puts the player's flashlight to default power drain -
SetPlayerHealth <
Integer
>
Sets the player's health to this value. -
RequestAmmoState <
Void
>
Request the ammo state of the player. It will fire PlayerHasAmmo or PlayerHasNoAmmo outputs. -
LowerWeapon <
Void
>
Lowers the players weapon. -
EnableCappedPhysicsDamage <
Void
>
Cause player to take less damage from physics objects, and never more than 30 points from any individual strike. -
DisableCappedPhysicsDamage <
Void
>
Undo effects of EnableCappedPhysicsDamage -
SetLocatorTargetEntity <
String
>
Set the entity that the HUD locator should track. (Usually a vehicle)
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. -
OnStartSlowingTime <
Void
>
Fired when a Portal player initiates slow time. -
OnStopSlowingTime <
Void
>
Fired when a Portal player stops slowing time. -
OnFlashlightOn <
Float
>
Fired when the player turns on his 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 his flashlight. This output has the value of how much energy the player had when this happened [0..1]. -
PlayerHealth <
Integer
>
The player's current health value. -
PlayerMissedAR2AltFire <
Void
>
Player fired an AR2 combine ball that didn't kill any enemies. -
PlayerHasAmmo <
Void
>
Fired by request if the player has any ammo. -
PlayerHasNoAmmo <
Void
>
Fired by request if the player doesn't have any ammo. -
PlayerDied <
Void
>
Fires when the player dies.