Logic autosave

From Valve Developer Community

This point-based entity is available in all Source games.

Table of contents

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.

Keyvalues

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.

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.

Outputs

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
!activator = activator