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Player Proxy
From Snapwiki
Player Proxy
The Player Proxy is used to apply inputs or gather outputs from players in your map.
Inputs
INPUTS | ||
---|---|---|
Hurt | Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator. | |
Kill Player | Kill a player. Expects a player as an activator. | |
Set Modifier | Apply a modifier, specified in the input's properties, to a player. Expects a player as an activator. (Note: Changing the player race from Demon to Human while using Set Modifier on player can crash the game. A bug fix is coming in a future update.) | |
Give Player Score | Give the player the score specified in the input's properties. Expects a player as an activator. | |
Revive | Revive an incapacitated player. Expects a player as an activator. | |
Incapacitate | Incapacitate a player. Incapacitated players will die if they are not revived in time. Expects a player as an activator. | |
Change Race | Transform a player into a human or a demon. Expects a player as an activator. (Note: Changing the player race from Demon to Human are no longer attacked by enemy AI. A bug fix is coming in a future update.) | |
Give Health | Give the player the amount of health specified in the input's properties. Expects a player as an activator. | |
Respawn | When the activator is a dead player, this action will respawn them | |
Set Point Of Interest | Apply a POI icon to the object. | |
Clear Points Of Interest | Remove any POIs that have been set. |
Outputs
OUTPUTS | ||
---|---|---|
On Revived | When a player is revived by a teammate, send a signal. The revived player is the activator. | |
On Incapacitated | When a player is incapacitated, send a signal. The incapacitated player is the activator. | |
On Player Spawned | When a player spawns, send a signal. The spawned player is the activator. | |
On Killed | When a player is killed, send a signal. The activator, victim or killer, is specified in the output's properties. | |
On Hurt | When a player is hurt, send a signal. The activator, victim or attacker, is specified in the output's properties. | |
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. | |
On Killed an AI | When a player kills an AI, send a signal. The player is the activator. | |
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. (Note: If the Target Score is set to a negative value, only positive values will activate the logic. Any negative value or zero will not activate the logic, even the exact negative Target Score value. A bug fix is coming in a future update.) | |
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. | |
On Killed Self | When a player is killed by a hazard or their own splash damage, send a signal. The player is the activator. | |
On Match Joined | When a player joins the match, send a signal. The player is the activator. | |
On Match Left | When a player leaves the match, send a signal. The player is the activator. |