player

Description

This entry contains inputs and outputs supported by players. All players are entities, after all--they have the classname player.

To send an input to a player, generally you need a trigger sending inputs to !activator. In a single-player game you may also send inputs to !player. To send an input to all players in a multiplayer game, send an input to player.

Properties
Players don't have keyvalues.
Flags
Players don't have flags, either.
Inputs
- Kill - Completely removes this entity.

- KillHierarchy - Completely removes this entity and any of its children in the parenting hierarchy.

- AddOutput - Adds a new output to this entity. Let the parameter override be of the format NewOutput Target:Input:Parameter:Delay:TimesToFire.

- FireUser1 - Causes this entity to fire its OnUser1 output.

- FireUser2 - Causes this entity to fire its OnUser2 output.

- FireUser3 - Causes this entity to fire its OnUser3 output.

- FireUser4 - Causes this entity to fire its OnUser4 output.

- SetParent - Set this entity's Parent field. Let the parameter override be the targetname of the new parent.

- SetParentAttachment - Once parented to an entity, this entity can further be parented to a specific attachment point on its parent's model--like the gun of an APC or the arm of a human. Let the parameter override be the name of an attachment point on the current parent's model.

- ClearParent - Unset this entity's Parent field, allowing it to move independently.

- IgnoreFallDamage - Force player to ignore fall damage for the specified number of seconds specified in the parameter to this input. <0 defaults to 10. [This input is valid in HL2 and HL2DM only.]

- SetHealth Set the player's health. The parameter should be his new health. Only 0-100 are valid, and <=0 kills.

- physdamagescale - Set the player's physics damage scale to the float specified in the input's parameter. If he's hit by a physics object (a flying toilet, for instance), the amount of damage he takes will be scaled by this amount.

- skin - If a player model has more than one skin, this input will set the model's skin to the one specified in the input's parameter.

- SetBodyGroup - If a player model has multiple bodies, this input will set the model's body to the one specified in the input's parameter.

- Ignite - Set the player ablaze. Wee!

- SetTeam - Set the player's team to the one specified in the parameter to the input. A list of team numbers is usually available in a filter_activator_team entity.

- Alpha - For players rendered with a special rendermode (currently none are), this sets the transparency of the player model. The parameter should be a float between 0 (invisible) and 255 (normal).

- Color - Send this input with a color parameter to make the player appear that color. The parameter should have the format Red Green Blue.

- SetDamageFilter - If the parameter to this input is the name of a filter entity, the player can only be damaged by entities that pass the filter.
Outputs
- OnUser1 - Fired only when this entity receives a FireUser1 input.

- OnUser2 - Fired only when this entity receives a FireUser2 input.

- OnUser3 - Fired only when this entity receives a FireUser3 input.

- OnUser4 - Fired only when this entity receives a FireUser4 input.
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Comments
sebastian nielsen - Oct 6, 2006
GOT IT!!!

Do this:
Add a filter_multi to your map, and call it godmodefilter. Negate it (select Yes in "Negate Outcome") Do NOT assign any filters to it.

Tie Anything's ? output to !activator's SetDamageFilter with "godmodefilter" as parameter override.

To turn off godmode, tie Anything's ? output !activatior's SetDamageFilter without any parameter.
sebastian nielsen - Oct 5, 2006
Im sitting here thinking if SetDamageFilter can be used to set a specific player in godmode.....
Im building a multiplayer map where player should be able to press a button to get godmode....
anonymous - Sep 4, 2006
amazing! you guys are geniuses! keep it coming.
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