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Player loadsaved (GoldSrc): Difference between revisions

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{{tabs|player_loadsaved|goldsrc=1|source=1|main=source}}
Will reload the latest saved game when triggered. Usefull for gameover screens if an important NPC dies, or a crucial object is lost. Can be used together with [[env_message_(GoldSource_Engine)|env_message]] to display an appropriate text message.
{{this is a|point entity|name=player_loadsaved|engine=GoldSrc|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift}}
 
This entity will reload the latest saved game when triggered. Useful for game over screens if an important NPC dies, or a crucial object is lost. Can be used together with [[env message (GoldSrc)|env_message]] to display an appropriate text message.
 
==Key Values==
{{KV Targetname}}
{{KV|Fade Duration(seconds)|integer| The amount in seconds it will take to fade out.}}
{{KV|Hold Fade (seconds)|integer| The amount in seconds it will take to hold fade.}}
{{KV|Fade Alpha (renderamt)|integer|Alpha of the fade, where 0 {{=}} fully transparent and 255 {{=}} fully opaque.}}
{{KV|Fade Color (R G B) (rendercolor)|color255|Fade color.}}
{{KV|Reload Delay (seconds)|integer| On Trigger, the amount of time in seconds it will take to reload a save. When set, it will take over Game/Player and reload when prompted.}}
 
[[Category:GUI Entities]]
[[Category:Half-Life Entities]]
[[Category:Half-Life Entities]]
[[Category:Level Design]]

Latest revision as of 05:54, 24 April 2025

player_loadsaved is a point entity available in Half-Life Half-Life, Half-Life: Opposing Force Half-Life: Opposing Force, and Half-Life: Blue Shift Half-Life: Blue Shift.

This entity will reload the latest saved game when triggered. Useful for game over screens if an important NPC dies, or a crucial object is lost. Can be used together with env_message to display an appropriate text message.

Key Values

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Fade Duration(seconds) ([todo internal name (i)]) <integer>
The amount in seconds it will take to fade out.
Hold Fade (seconds) ([todo internal name (i)]) <integer>
The amount in seconds it will take to hold fade.
Fade Alpha (renderamt) ([todo internal name (i)]) <integer>
Alpha of the fade, where 0 = fully transparent and 255 = fully opaque.
Fade Color (R G B) (rendercolor) ([todo internal name (i)]) <color255>
Fade color.
Reload Delay (seconds) ([todo internal name (i)]) <integer>
On Trigger, the amount of time in seconds it will take to reload a save. When set, it will take over Game/Player and reload when prompted.