|
|
|
|
|
|
|
|
| Links |
|
|
|
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. |
|
|
|
|
|
| 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. |
|
|
|
|