Logic autosave
From Valve Developer Community
This point-based entity is available in all Source games.
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Entity Description
An entity that is used to force an autosave. It is usually triggered before large firefights or dangerous areas where the player might die.
- Arguably pointless for multiplayer.
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Keyvalues
- targetname <target_source>
- Defines the name that other entities refer to this entity by.
- hammerid [New with Orange Box]
- <integer readonly> This id is used for debugging purposes in Hammer.
- NewLevelUnit
- <boolean> If set, the save will discard any savedata from previous levels, for the purpose of keeping savegame filesizes down. Can only be safely used if there is no way for the player to return to previous levels.
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Inputs
- Kill
- Removes this entity from the world.
- Removes this entity and all its children from the world.
- AddOutput <string>
- Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
- Format:
<key> <value> - Format:
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>
- Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
- Save
- Force an autosave.
- SaveDangerous <float> [New with Episode One]
- Force an autosave as autosavedangerous.sav. If the player is alive after the passed number of seconds it replaces the standard auto save.
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Outputs
- Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
- !activator = activator
