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Trigger autosave: Difference between revisions

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{{tabs|trigger_autosave|goldsrc=1|source=1|main=source}}
{{wrongtitle|title=trigger_autosave}}
{{CD|CTriggerSave|file1=triggers.cpp}}
{{this is a|brush entity|name=trigger_autosave}} It [[trigger]]s an auto-save when the player enters its volume.


==Entity Description==
== Keyvalues ==
A [[brush entity]] that triggers an autosave when the player enters its volume.
{{KV|Master|intn=master|string|Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.}}
{{KV|Force New Level Unit|intn=NewLevelUnit|boolean|If set, the save will discard any savedata from previous levels, for the purpose of keeping savegame filesizes down. Can only be safely used if there is no way for the player to return to previous levels.}}
{{KV|Dangerous Timer|intn=DangerousTimer|float|The number of seconds the player must survive before this autosave takes effect.}}
{{KV|Minumum Hit Points|intn=MinimumHitPoints|integer|Don't save dangerous when player has less than this many hitpoints.}}


==Keyvalues==
== See also ==
* {{kv targetname}}
* {{Ent|logic_autosave}}
* '''NewLevelUnit'''
* {{Ent|logic_active_autosave}}
: {{boolean}} If set, any savedata from previous levels will be discarded, typically reducing savegame filesizes; it should only be used when the player cannot backtrack to previous levels.
* '''master'''
: <target_destination> Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
* '''DangerousTimer'''
: <float> The number of seconds the player must survive before this autosave takes effect.
<!--No flags-->


==Inputs==
{{sensor brush}}
* {{i targetname}}
 
==Outputs==
* {{o targetname}}
 
[[Category:Entities]][[Category:Brush Entities]]

Latest revision as of 16:13, 21 June 2024

C++ Class hierarchy
CTriggerSave
CBaseTrigger
CBaseToggle
CBaseEntity
C++ triggers.cpp

trigger_autosave is a brush entity available in all Source Source games. It triggers an auto-save when the player enters its volume.

Keyvalues

Master (master) <string>
Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
Force New Level Unit (NewLevelUnit) <boolean>
If set, the save will discard any savedata from previous levels, for the purpose of keeping savegame filesizes down. Can only be safely used if there is no way for the player to return to previous levels.
Dangerous Timer (DangerousTimer) <float>
The number of seconds the player must survive before this autosave takes effect.
Minumum Hit Points (MinimumHitPoints) <integer>
Don't save dangerous when player has less than this many hitpoints.

See also