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Logic active autosave: Difference between revisions

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(its position in the world irrelevant so it's logical entity)
 
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{{wrongtitle|title=logic_active_autosave}}
{{Source topicon}}
{{base_point_ep2}}
{{CD|CLogicActiveAutosave|file1=logicentities.cpp}}


==Entity Description==
{{this is a|logical entity|name=logic_active_autosave}}
An entity that is used to look for opportunities to autosave.
 
==Keyvalues==
It is used to look for opportunities to autosave.
* {{kv targetname}}
 
* '''MinimumHitPoints'''
== Keyvalues ==
: <integer> Start looking for an opportunity to save if player drops below this hitpoint level.
{{KV Targetname}}
* '''TriggerHitPoints'''
{{KV|Initiation Hit Points|intn=MinimumHitPoints|integer|Start looking for an opportunity to save if player drops below this hitpoint level.}}
: <integer> If started looking for an opportunity, save when hitpoints reach this level.
{{KV|Trigger Hit Points|intn=TriggerHitPoints|integer|If started looking for an opportunity, save when hitpoints reach this level.}}
* '''TimeToTrigget'''
{{KV|Time to trigger|intn=TimeToTrigget|float|If > 0, how long to try and get a save off before giving up}}
: <float> If > 0, how long to try and get a save off before giving up
{{KV|Dangerous time|intn=DangerousTime|float|If 0, just autosave. Otherwise, do an autosavedangerous with this time threshold}}
* '''DangerousTime'''
 
: <float> If 0, just autosave. Otherwise, do an autosavedangerous with this time threshold
== Inputs ==
==Inputs==
{{I EnableDisable}}
* {{i targetname}}
 
* {{i enabledisable}}
== See also ==
==Outputs==
* {{Ent|logic_autosave}}
* {{o targetname}}
* {{Ent|trigger_autosave}}

Latest revision as of 04:48, 29 April 2025

C++ Class hierarchy
CLogicActiveAutosave
CLogicAutosave
CLogicalEntity
CServerOnlyEntity
CBaseEntity
C++ logicentities.cpp

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

It is used to look for opportunities to autosave.

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

Initiation Hit Points (MinimumHitPoints) <integer>
Start looking for an opportunity to save if player drops below this hitpoint level.
Trigger Hit Points (TriggerHitPoints) <integer>
If started looking for an opportunity, save when hitpoints reach this level.
Time to trigger (TimeToTrigget) <float>
If > 0, how long to try and get a save off before giving up
Dangerous time (DangerousTime) <float>
If 0, just autosave. Otherwise, do an autosavedangerous with this time threshold

Inputs

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

See also