logic_playerproxy
logic_playerproxy is an existing point entity available
with all versions of Mapbase.An entity that is used to relay inputs/ouputs to the player and back to the world.
KeyValues
- Max Input Armor (SetMaxInputArmor) <integer>
Sets the maximum armor a player can receive from the AddArmor, RemoveArmor, and SetArmor inputs. This does NOT override how much armor a player can receive overall!
Sets the maximum armor a player can receive from the AddArmor, RemoveArmor, and SetArmor inputs. This does NOT override how much armor a player can receive overall!
- Suit Zoom FOV (SetSuitZoomFOV) <integer>
Sets the FOV value the player's suit zoom function should use.
Sets the FOV value the player's suit zoom function should use.
- Response Contexts (ResponseContext) <string>
Response system context(s) for the player. Format should be: 'key:value,key2:value2,etc'. Using inputs like AddContext on this player proxy will not carry it over to the player and should be done on the '!player' entity instead.
Response system context(s) for the player. Format should be: 'key:value,key2:value2,etc'. Using inputs like AddContext on this player proxy will not carry it over to the player and should be done on the '!player' entity instead.
- Hide squad HUD (HideSquadHUD) <choices>
Hides the player's squad status HUD above the ammo display.
Hides the player's squad status HUD above the ammo display.
- Hands Viewmodel (HandsVM) <studio>
Custom hands viewmodel. Requires weapon viewmodels that support them.
Custom hands viewmodel. Requires weapon viewmodels that support them.
- Hands Viewmodel Skin (HandsVMSkin) <string>
Skin for the custom hands viewmodel.
Skin for the custom hands viewmodel.
- Hands Viewmodel Bodygroup (HandsVMBody) <string>
Bodygroup value for the custom hands viewmodel.
Bodygroup value for the custom hands viewmodel.
- Protagonist Name (ProtagonistName) <string>
Sets the player to a specific protagonist from scripts/protagonists/protagonists_manifest.txt. [Currently HL2 only]
Sets the player to a specific protagonist from scripts/protagonists/protagonists_manifest.txt. [Currently HL2 only]
Inputs
- RequestPlayerArmor
<void>
Requests the current player's armor from the proxy. This will fire the PlayerArmor output with the value.
Requests the current player's armor from the proxy. This will fire the PlayerArmor output with the value.
- RequestPlayerAuxPower
<void>
Requests the current player's auxiliary power from the proxy. This will fire the PlayerAuxPower output with the value.
Requests the current player's auxiliary power from the proxy. This will fire the PlayerAuxPower output with the value.
- RequestPlayerFlashBattery
<void>
Requests the current player's current flashlight battery from the proxy. This will fire the PlayerFlashBattery output with the value. NOTE: If legacy flashlight is enabled (aux power flashlight), this will return the player's current auxiliary power.
Requests the current player's current flashlight battery from the proxy. This will fire the PlayerFlashBattery output with the value. NOTE: If legacy flashlight is enabled (aux power flashlight), this will return the player's current auxiliary power.
- GetAmmoOnWeapon
<string>
Requests the amount of ammo on the specified weapon, if the player has it. Fires OnGetAmmo with the amount. This has a few quirks: Fires with secondary ammo if the classname starts with '@' at the beginning. (e.g. @weapon_smg1) Uses the player's active weapon if the parameter is null. Use '@' to get secondary ammo on the active weapon. Does not fire if the player does not have the specified weapon.
Requests the amount of ammo on the specified weapon, if the player has it. Fires OnGetAmmo with the amount. This has a few quirks: Fires with secondary ammo if the classname starts with '@' at the beginning. (e.g. @weapon_smg1) Uses the player's active weapon if the parameter is null. Use '@' to get secondary ammo on the active weapon. Does not fire if the player does not have the specified weapon.
- SetHandModel
<string>
Sets the player's hands viewmodel.
Sets the player's hands viewmodel.
- SetHandModelSkin
<integer>
Sets the skin of the player's hands viewmodel.
Sets the skin of the player's hands viewmodel.
- SetHandModelBodyGroup
<integer>
Sets the bodygroup of the player's hands viewmodel.
Sets the bodygroup of the player's hands viewmodel.
- SetPlayerDrawLegs
<bool>
Sets whether the player should draw its model beneath the camera.
Sets whether the player should draw its model beneath the camera.
- SetPlayerDrawExternally
<bool>
Sets whether the player should show up in mirrors, cameras, etc.
Sets whether the player should show up in mirrors, cameras, etc.
- SetMaxInputArmor
<integer>
Sets the maximum armor value that could be set by armor inputs.
Sets the maximum armor value that could be set by armor inputs.
- SetSuitZoomFOV
<integer>
Sets the FOV used by suit zoom.
Sets the FOV used by suit zoom.
- SetProtagonist
<string>
Sets the player's protagonist entry.
Sets the player's protagonist entry.
Outputs
- PlayerArmor
<integer>
The player's current armor value, fired in response to RequestPlayerArmor.
The player's current armor value, fired in response to RequestPlayerArmor.
- PlayerAuxPower
<float>
The player's current auxiliary power value, fired in response to RequestPlayerArmor.
The player's current auxiliary power value, fired in response to RequestPlayerArmor.
- PlayerFlashBattery
<float>
The player's current flashlight battery percentage, fired in response to RequestPlayerFlashBattery.
The player's current flashlight battery percentage, fired in response to RequestPlayerFlashBattery.
- OnGetAmmo
<integer>
Fires in response to GetAmmoOnWeapon with the weapon's ammo amount.
Fires in response to GetAmmoOnWeapon with the weapon's ammo amount.
- OnSquadMemberKilled
<void>
Fires when a member of the player's squad dies. Fires with this member as the activator.
Fires when a member of the player's squad dies. Fires with this member as the activator.
- PlayerDamaged
<void>
Fires when the player is damaged.
Fires when the player is damaged.
- OnPlayerSpawn
<void>
Fired when the player spawns or respawns, using the spawn point as the caller.
Fired when the player spawns or respawns, using the spawn point as the caller.
