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Player loadsaved: Difference between revisions

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{{stub}}
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==Entity Description==
{{TabsBar|main=gs|base=player_loadsaved}}
Load Auto-Saved game
{{CD|CRevertSaved|file1=1}}
{{This is a|logical entity|name=player_loadsaved}} 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 {{ent|env_message}} to display an appropriate text message.


==Keyvalues==
== Keyvalues ==
{{KV Targetname}}
{{KV|Fade Duration (seconds)|intn=duration|string}}
{{KV|Fade Duration (seconds)|intn=duration|string}}
{{KV|Hold Fade (seconds)|intn=holdtime|string}}
{{KV|Hold Fade (seconds)|intn=holdtime|string}}
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{{KV|Fade Color (R G B)|intn=color|color255}}
{{KV|Fade Color (R G B)|intn=color|color255}}
{{KV|Reload delay|intn=loadtime|string}}
{{KV|Reload delay|intn=loadtime|string}}
{{KV Targetname}}
==Inputs==
{{IO|Reload|Ends this game and reloads}}
{{I Targetname}}
==Outputs==
{{O Targetname}}


[[Category:Entities]]
== Inputs ==
{{I|Reload|Ends this game and reloads}}

Latest revision as of 08:43, 1 July 2025

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C++ Class hierarchy
CRevertSaved
CPointEntity
CBaseEntity
C++ player.cpp

player_loadsaved is a logical entity available in all Source Source games. 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.

Keyvalues

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) (duration) <string>
Hold Fade (seconds) (holdtime) <string>
Fade Alpha (renderamt) <integer>
Fade Color (R G B) (color) <color255>
Reload delay (loadtime) <string>

Inputs

Reload
Ends this game and reloads