logic_relay
logic_relay
is a point entity available in all Source games.
Class hierarchy |
---|
CLogicRelay |
logicrelay.cpp
|
It is a Output forwarder, which can be used to fire many outputs at once from just one input, or, by being disabled, to break an I/O chain. It can also be very helpful for organization and keeping you from having to edit MANY instances of the same outputs, as opposed to just one.
After a logic_relay
is triggered, it cannot be triggered again until all of its outputs are fired. This is useful for when a relay has a sequence of delayed outputs that shouldn't be repeated until the sequence is finished. This behavior can be disabled with the "Allow fast retrigger" spawnflag.
logic_relay
combines the functionality of trigger_relay
and multi_manager
from GoldSrc. The older entities still exist in Half-Life: Source, but are deprecated.
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Start Disabled
(StartDisabled)
<boolean> - When disabled
OnTrigger
output won't fire
Flags
- Only trigger once : [
1
] - Allow fast retrigger : [
2
]
Inputs
Trigger
- Trigger the relay, causing its OnTrigger output to fire if it is enabled.
Enable
- Allows the relay to fire the OnTrigger outputs after being disabled.
Disable
- Prevents the relay from firing OnTrigger outputs in response to Trigger inputs.
Toggle
- Toggle the relay between enabled and disabled.
CancelPending
- Cancel any events fired by this relay that are currently pending in the I/O event queue Bug:Using
CancelPending
on itself breaks the Service Queue which leads to a crash. [todo tested in?]
EnableRefire
!FGD- Automatically fired on a relay after any delayed outputs finish firing, allowing it to fire again.
TriggerWithParameter
<string> (only in )- Triggers the relay with a parameter, causing its OnTriggerParameter output to fire if it is enabled.
Outputs
OnSpawn
- Fired when the relay is spawned. If the relay is set to only trigger once, it will delete itself after firing this output.Note:Every level load (including save loads!) triggers this output, unless "Fire once only" is checked.
OnTrigger
- Fired when the relay is triggered. If the relay is set to only trigger once, it will delete itself after firing this output.
OnTriggerParameter
<string> (only in )- Fired when the relay is triggered with a parameter. If the relay is set to only trigger once, it will delete itself after firing this output.