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Player Proxy

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Player Proxy

The Player Proxy is used to apply inputs or gather outputs from players in your map.

Details

PlayerProxy.PNG

Object: Player Proxy

Category: Player & Team

Inputs

INPUTS
Hurt.png Hurt Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
Onkilled.png Kill Player Kill a player. Expects a player as an activator.
SetModifier.png Set Modifier Apply a modifier, specified in the input's properties, to a player. Expects a player as an activator.
GiveScore.png Give Player Score Give the player the score specified in the input's properties. Expects a player as an activator.
Revive.png Revive Revive an incapacitated player. Expects a player as an activator.
Incapacitate.png Incapacitate Incapacitate a player. Incapacitated players will die if they are not revived in time. Expects a player as an activator.
ChangeRace.png Change Race Transform a player into a human or a demon. Expects a player as an activator.
Heal.png Give Health Give the player the amount of health specified in the input's properties. Expects a player as an activator.
Spawned.png Respawn When the activator is a dead player, this action will respawn them
Set poi.png Set Point Of Interest Apply a POI icon to the object.
Remove poi.png Clear Points Of Interest Remove any POIs that have been set.
SetPlayerScore.png Set Player Score Set the player's score to the value specified in the input's properties. Expects a player as an activator.

Outputs

OUTPUTS
Revive.png On Revived When a player is revived by a teammate, send a signal. The revived player is the activator.
Incapacitate.png On Incapacitated When a player is incapacitated, send a signal. The incapacitated player is the activator.
Spawned.png On Player Spawned When a player spawns, send a signal. The spawned player is the activator.
OnKilled.png On Killed When a player is killed, send a signal. The activator, victim or killer, is specified in the output's properties.
Hurt.png On Hurt When a player is hurt, send a signal. The activator, victim or attacker, is specified in the output's properties.
OnKilledDemonPlayer.png On Killed a Demon Player When a player kills a demon player, send a signal. The player that killed the demon player is the activator.
OnKilledanAI.png On Killed an AI When a player kills an AI, send a signal. The player is the activator.
OnScoreReached.png On Player Score Reached When a player reaches the target score specified in the input's properties, send a signal. The player is the activator.
OnIntensityChanged.png On Intensity Changed When the intensity changes, based on how well a player is playing, send a signal. The player whose intensity changed is the activator.
OnKilled.png On Killed Self When a player is killed by a hazard or their own splash damage, send a signal. The player is the activator.
OnMatchJoined.png On Match Joined When a player joins the match, send a signal. The player is the activator.
OnMatchLeft.png On Match Left When a player leaves the match, send a signal. The player is the activator.

Properties

PROPERTIES
Property Type Description
Name String The name of this object. Rename an object to make it easy to identify.
Custom Filter Grid Picker Limits who or what can use this object.
Player Score Output (Variable) Grid Picker If set, all player scores will be written out to the player resource.