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logic_playerproxy

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.