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 |  | {{LanguageBar}} | 
|  | {{wrongtitle|title=logic_relay}} |  | {{TabsBar|main=s2|base=logic relay}} | 
|  | ==Entity Description== |  | {{This is a|logical entity|name=logic_relay|sprite=1}}  | 
|  | [[Image:{{PAGENAME}}.png|right]]
 |  | {{CD|CLogicRelay|file1=logicrelay.cpp}} | 
|  | A message forwarder. Fires an [[#Outputs|OnTrigger output]]when triggered,and can bedisabled toprevent forwarding outputs.
 |  | It is a Output forwarder, which can be used to fire many [[Inputs and Outputs#Outputs|output]]s at once from just one input, or, by being disabled, to break an I/O chain. It can also be very helpful for organization and keeping you from having to edit MANY instances of the same outputs, as opposed to just one. | 
|  | 
 |  | 
 | 
|  | Useful as an intermediary between one entity and another for turning on or off an I/O connection,or as acontainer for holding aset of outputs thatcan betriggered from multiple places.Additionally, its Enabled/Disabled state can beused for conditional logic ("if, then"style logic).{{clr}}
 |  | After a <code>logic_relay</code> is triggered, it cannot be triggered again until all of its outputs are fired. This is useful for when a relay has a sequence of delayed outputs that shouldn't be repeated until the sequence is finished. This behavior can be disabled with the "Allow fast retrigger" spawnflag. | 
|  | 
 |  | 
 | 
|  | ==Keyvalues== |  | {{ent|logic_relay}} combines the functionality of {{ent|trigger_relay|game=Half-Life: Source}} and {{ent|multi_manager|game=Half-Life: Source}} from {{goldsrc|2}}. The older entities still exist in {{hls|2}}, but are deprecated. | 
|  |  | __NOTOC__ | 
|  |  | == Keyvalues == | 
|  |  | {{KV Targetname}} | 
|  |  | {{KV|Start Disabled|boolean|intn=StartDisabled|When disabled <code>OnTrigger</code> output won't fire}} | 
|  | 
 |  | 
 | 
|  | * {{kv targetname}}
 |  | == Flags == | 
|  |  | {{fl|1|Only trigger once}}  | 
|  |  | {{fl|2|Allow fast retrigger}}   | 
|  | 
 |  | 
 | 
|  | * {{kv enabledisable}}
 |  | == Inputs == | 
|  |  | {{I|Trigger|param=void|Trigger the relay, causing its OnTrigger output to fire if it is enabled.}} | 
|  |  | {{I|Enable|param=void|Allows the relay to fire the OnTrigger outputs after being disabled.}} | 
|  |  | {{I|Disable|param=void|Prevents the relay from firing OnTrigger outputs in response to Trigger inputs.}} | 
|  |  | {{I|Toggle|param=void|Toggle the relay between enabled and disabled.}} | 
|  |  | {{I|CancelPending|param=void|Cancel any events fired by this relay that are currently pending in the I/O event queue  | 
|  |  | :{{bug|hidetested=1|If the caller of this input is the logic_relay itself it will break the I/O event queue which leads to a crash.}}}} | 
|  |  | {{I|EnableRefire|param=void|Automatically fired on a relay after any delayed outputs finish firing, allowing it to fire again.|nofgd=1}} | 
|  |  | {{I|TriggerWithParameter|param=variant|only={{mapbase}}|Triggers the relay with a parameter, causing its OnTriggerParameter output to fire if it is enabled.}} | 
|  | 
 |  | 
 | 
|  | ==Flags== |  | == Outputs == | 
|  |  | {{O|OnSpawn|param=void|ac-is-this=1|Fired when the relay is spawned. If the relay is set to only trigger once, it will delete itself after firing this output.{{note|Every level load (including save loads!) triggers this output, unless "Fire once only" is checked.}}}} | 
|  |  | {{O|OnTrigger|param=void|activator = activator of Trigger input|Fired when the relay is triggered. If the relay is set to only trigger once, it will delete itself after firing this output.}} | 
|  |  | {{O|OnTriggerParameter|param=variant|only={{mapbase}}|activator = activator of TriggerWithParameter input|Fired when the relay is triggered with a parameter. If the relay is set to only trigger once, it will delete itself after firing this output.}} | 
|  | 
 |  | 
 | 
|  | * 1 : '''Only trigger once''' (Default Checked)
 |  | == See Also == | 
|  | : If checked, this entity starts on.
 |  | * {{ent|logic_case}} | 
|  | * 2 : '''Allow fast retrigger''' (Default Unchecked) |  | 
|  | : Allows fast retriggering.
 |  | 
|  | 
 |  | 
 | 
|  | ==Inputs==
 |  | [[Category:IO System]] | 
|  |   |  | 
|  | * {{i targetname}}
 |  | 
|  |   |  | 
|  | * {{i enabledisable}}
 |  | 
|  |   |  | 
|  | * '''Trigger'''
 |  | 
|  | : Trigger the relay, causing its OnTrigger output to fire if it is enabled.
 |  | 
|  |   |  | 
|  | * '''Toggle'''
 |  | 
|  | : Toggle the relay between enabled and disabled.
 |  | 
|  | * '''CancelPending'''
 |  | 
|  | : Cancel any events fired by this relay that are currently pending in the I/O event queue.
 |  | 
|  |   |  | 
|  | ==Outputs==
 |  | 
|  |   |  | 
|  | * {{o targetname}}
 |  | 
|  |   |  | 
|  | * '''OnTrigger'''
 |  | 
|  | : Fired when the relay is triggered. {{activator|activator}}
 |  | 
|  | * '''{{ep1 add|OnSpawn}}'''
 |  | 
|  | : Fired when the relay is spawned. If the relay is set to only trigger once, it will delete itself after firing this output.
 |  | 
|  |   |  | 
|  | [[Category:Entities]] |  | 
logic_relay  is a   logical entity  available in all  Source games.
 Source games. 
It is a Output forwarder, which can be used to fire many outputs at once from just one input, or, by being disabled, to break an I/O chain. It can also be very helpful for organization and keeping you from having to edit MANY instances of the same outputs, as opposed to just one.
After a logic_relay is triggered, it cannot be triggered again until all of its outputs are fired. This is useful for when a relay has a sequence of delayed outputs that shouldn't be repeated until the sequence is finished. This behavior can be disabled with the "Allow fast retrigger" spawnflag.
logic_relay combines the functionality of trigger_relay and multi_manager from  GoldSrc. The older entities still exist in
 GoldSrc. The older entities still exist in  Half-Life: Source, but are deprecated.
 Half-Life: Source, but are deprecated.
Keyvalues
- Name (targetname)  <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.
- Start Disabled (StartDisabled)  <boolean>
- When disabled OnTriggeroutput won't fire
Flags
- Only trigger once : [1]
- Allow fast retrigger : [2]
Inputs
- Trigger  <void>
- Trigger the relay, causing its OnTrigger output to fire if it is enabled.
- Enable  <void>
- Allows the relay to fire the OnTrigger outputs after being disabled.
- Disable  <void>
- Prevents the relay from firing OnTrigger outputs in response to Trigger inputs.
- Toggle  <void>
- Toggle the relay between enabled and disabled.
- CancelPending  <void>
- Cancel any events fired by this relay that are currently pending in the I/O event queue
 Bug:If the caller of this input is the logic_relay itself it will break the I/O event queue which leads to a crash. Bug:If the caller of this input is the logic_relay itself it will break the I/O event queue which leads to a crash.
- EnableRefire  <void> !FGD
- Automatically fired on a relay after any delayed outputs finish firing, allowing it to fire again.
- TriggerWithParameter  <variantRedirectInput/variant> (only in  ) )
- Triggers the relay with a parameter, causing its OnTriggerParameter output to fire if it is enabled.
Outputs
- OnSpawn  <void>
- !activator = !caller = this entity
 Fired when the relay is spawned. If the relay is set to only trigger once, it will delete itself after firing this output. Note:Every level load (including save loads!) triggers this output, unless "Fire once only" is checked. Note:Every level load (including save loads!) triggers this output, unless "Fire once only" is checked.
- OnTrigger  <void>
- !activator = activator of Trigger input
 !caller = this entity
 Fired when the relay is triggered. If the relay is set to only trigger once, it will delete itself after firing this output.
- OnTriggerParameter  <variantRedirectOutput/variant> (only in  ) )
- !activator = activator of TriggerWithParameter input
 !caller = this entity
 Fired when the relay is triggered with a parameter. If the relay is set to only trigger once, it will delete itself after firing this output.
See Also