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Player loadsaved (GoldSrc): Difference between revisions

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(Mapper Control Over when player reloads)
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{{stub}}
{{tabs|player_loadsaved|goldsrc=1|source=1|main=source}}
{{Hl1 series point|player_loadsaved}} As well in {{Hl2}},{{ep1}},{{ep2}} and after (''2004-current''). This entity will reload the latest saved game when triggered. Useful 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}}
[[Category:Half-Life Entities]]
[[Category:Level Design]]
 
==Inputs==
{{KV|Reload| | Forces Reload of level to the latest save.}}{{note|It will only reload saves from the game world. Does not reload saves from quick save (F6/F7)}}
{{KV|Kill| | Removes this entity from the world.}}
{{KV|KillHierarchy| | Removes this entity and its children from the world.}} {{note|Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.}}
{{KV|AddOutput|string| [[AddOutput]] Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.


KV Format: <key> <value>
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.


I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>}}
==Key Values==
{{KV|Kill| | Removes this entity from the world.}}
{{KV|RunScriptFile|script| Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.}}
{{KV|RunScriptCode|string|Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.|since=l4d2}}{{Bug|In '''Left 4 Dead 2''', the code is executed in the script scope of the entity that fires the output, not the one receiving the input.}}{{Warning|Never try to pass string parameters to a script function with this input. It will corrupt the [[VMF]] structure because of the nested quotation marks, which then must be removed manually with a text editor.}}
{{KV|FireUser1 to FireUser4| | Fire the OnUser outputs; see [[User Inputs and Outputs]].}}
==Keyvalues==
{{KV Targetname}}
{{KV Targetname}}
{{KV|Fade Duration(seconds)|integer| The amount in seconds it will take to fade out.}}
{{KV|Fade Duration(seconds)|integer| The amount in seconds it will take to fade out.}}
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{{KV|Fade Color (R G B) (rendercolor)|color255|Fade color.}}
{{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.}}
{{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.}}
==Outputs==
{{O BaseEntity|l4d=1}}


[[Category:GUI Entities]]
[[Category:GUI 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.