Logic auto (Source 2): Difference between revisions
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Warning:Attempting to directly access or modify the player may cause Access Violation errors, because the outputs are fired before the player has spawned. Adding a slight time delay may overcome this.
Note:In
Counter-Strike 2 when a map loads and when the round is reset (including resets for warmup and resets in any other game mode), this entity fires the 3 outputs
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{{TabsBar|main=Logic auto}} | |||
{{this is a|point entity|name=logic_auto|engine=Source 2}} It fires [[Inputs and Outputs#Outputs|output]]s immediately after a map loads, unlike most other [[Entity|entities]] that wait for input first. It can be set to check a [[env_global|global state]] before firing, which allows you to fire events based on what took place in a previous map. | {{this is a|point entity|name=logic_auto|engine=Source 2}} It fires [[Inputs and Outputs#Outputs|output]]s immediately after a map loads, unlike most other [[Entity|entities]] that wait for input first. It can be set to check a [[env_global|global state]] before firing, which allows you to fire events based on what took place in a previous map. | ||
{{warning|Attempting to directly access or modify the [[player]] may cause Access Violation errors, because the outputs are fired before the player has spawned. Adding a slight time delay may overcome this.}} | {{warning|Attempting to directly access or modify the [[player]] may cause Access Violation errors, because the outputs are fired before the player has spawned. Adding a slight time delay may overcome this.}} | ||
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==Keyvalues== | ==Keyvalues== | ||
{{KV Targetname}} | |||
{{KV|Global State to Read|intn=globalstate|choices|If set, this specifies a global state to check before firing. Outputs are only fired if this global state exists and if it is turned on. {{note|Valve's [[FGD]]s always include the {{hl2|4}} global states here, but any value can be entered. See {{ent|env_global}} for a list of default global states in each game.}}}} | {{KV|Global State to Read|intn=globalstate|choices|If set, this specifies a global state to check before firing. Outputs are only fired if this global state exists and if it is turned on. {{note|Valve's [[FGD]]s always include the {{hl2|4}} global states here, but any value can be entered. See {{ent|env_global}} for a list of default global states in each game.}}}} | ||
==Flags== | ==Flags== | ||
{{ | {{fl|1|Remove on fire|Whether the <code>logic_auto</code> is deleted after firing. Delayed outputs will still work, however.}} | ||
==Outputs== | ==Outputs== | ||
{{ | {{O|OnMapSpawn|Fired when the map is loaded for any reason.}} | ||
{{ | {{O|OnNewGame|Fired when the map is loaded to start a new game.}} | ||
{{ | {{O|OnLoadGame|Fired when the map is loaded from a saved game.}} | ||
{{ | {{O|OnMapTransition|Fired when the map is loaded due to a level transition.}} | ||
{{ | {{O|OnBackgroundMap|Fired when the map is loaded as a background to the main menu.}} | ||
{{ | {{O|OnMultiNewMap|Fired only in multiplayer, when a new map is loaded.}} | ||
{{ | {{O|OnMultiNewRound|Fired only in multiplayer, when a new round is started. Only fired in multiplayer games that use round-based gameplay.}} | ||
{{ | {{O|OnDemoMapSpawn|Fired when the map is loaded in Demo Mode.}} | ||
{{ | {{O|OnVREnabled|Fired when the map is loaded with a VR HMD active.}} | ||
{{ | {{O|OnVRNotEnabled|Fired when the map is loaded without a VR HMD active.}} |
Latest revision as of 04:06, 20 May 2025
logic_auto
is a point entity available in all Source 2 games. It fires outputs immediately after a map loads, unlike most other entities that wait for input first. It can be set to check a global state before firing, which allows you to fire events based on what took place in a previous map.



OnNewGame
/OnBackgroundMap
(exactly one of these, see below), OnMapSpawn
and OnMultiNewMap
in this order.Keyvalues
- Name (targetname) <string>[ Edit ]
- 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
- Global State to Read (globalstate) <choices>
- If set, this specifies a global state to check before firing. Outputs are only fired if this global state exists and if it is turned on.
Note:Valve's FGDs always include the
Half-Life 2 global states here, but any value can be entered. See env_global for a list of default global states in each game.
Flags
- Remove on fire : [1]
- Whether the
logic_auto
is deleted after firing. Delayed outputs will still work, however.
Outputs
- OnMapSpawn
- Fired when the map is loaded for any reason.
- OnNewGame
- Fired when the map is loaded to start a new game.
- OnLoadGame
- Fired when the map is loaded from a saved game.
- OnMapTransition
- Fired when the map is loaded due to a level transition.
- OnBackgroundMap
- Fired when the map is loaded as a background to the main menu.
- OnMultiNewMap
- Fired only in multiplayer, when a new map is loaded.
- OnMultiNewRound
- Fired only in multiplayer, when a new round is started. Only fired in multiplayer games that use round-based gameplay.
- OnDemoMapSpawn
- Fired when the map is loaded in Demo Mode.
- OnVREnabled
- Fired when the map is loaded with a VR HMD active.
- OnVRNotEnabled
- Fired when the map is loaded without a VR HMD active.