Player Proxy
The Player Proxy is used to apply inputs or gather outputs from players in your map.
Details
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Object: Player Proxy
Category: Player & Team
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Inputs
INPUTS
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Hurt |
Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
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Kill Player |
Kill a player. Expects a player as an activator.
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Set Modifier |
Apply a modifier, specified in the input's properties, to a player. Expects a player as an activator.
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Give Player Score |
Give the player the score specified in the input's properties. Expects a player as an activator.
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Revive |
Revive an incapacitated player. Expects a player as an activator.
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Incapacitate |
Incapacitate a player. Incapacitated players will die if they are not revived in time. Expects a player as an activator.
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Change Race |
Transform a player into a human or a demon. Expects a player as an activator.
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Give Health |
Give the player the amount of health specified in the input's properties. Expects a player as an activator.
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Respawn |
When the activator is a dead player, this action will respawn them
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Set Point Of Interest |
Apply a POI icon to the object.
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Clear Points Of Interest |
Remove any POIs that have been set.
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Outputs
OUTPUTS
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On Revived |
When a player is revived by a teammate, send a signal. The revived player is the activator.
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On Incapacitated |
When a player is incapacitated, send a signal. The incapacitated player is the activator.
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On Player Spawned |
When a player spawns, send a signal. The spawned player is the activator.
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On Killed |
When a player is killed, send a signal. The activator, victim or killer, is specified in the output's properties.
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On Hurt |
When a player is hurt, send a signal. The activator, victim or attacker, is specified in the output's properties.
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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.
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On Killed an AI |
When a player kills an AI, send a signal. The player is the activator.
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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.
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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.
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On Killed Self |
When a player is killed by a hazard or their own splash damage, send a signal. The player is the activator.
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On Match Joined |
When a player joins the match, send a signal. The player is the activator.
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On Match Left |
When a player leaves the match, send a signal. The player is the activator.
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Properties
PROPERTIES
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Property |
Type |
Description
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Name |
String |
The name of this object. Rename an object to make it easy to identify.
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Custom Filter |
Grid Picker |
Limits who or what can use this object.
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