Commentary auto: Difference between revisions

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'''commentary_auto''' is a [[point entity]] available in all games with the [[Commentary System]] implemented, including [[Half-Life 2: Episode One]] and [[Team Fortress 2]].


==Entity Description==
==Entity Description==
[[logic_auto]], but for commentary events.
Fires outputs based on how commentary mode has been activated. Unlike [[logic_auto]], an entity with a similar purpose, commentary_auto cannot read global states or remove itself after firing. This entity does not appear to be in any default FGD files of any of its games, nor does it appear to be an option in the [[Commentary Editor]].
==Outputs==
==Outputs==
* '''OnCommentaryNewGame'''
* '''OnCommentaryNewGame'''
: Fires when a new game is started with commentary enabled
: Fires when a new game is started with commentary enabled.
* '''OnCommentaryMidGame'''
* '''OnCommentaryMidGame'''
: Fires when commentary is enabled midgame
: Fires when commentary is enabled midgame.
* '''OnCommentaryMultiplayerSpawn'''
* '''OnCommentaryMultiplayerSpawn'''
: {{todo}}
[[Category:Half-Life 2: Episode One Entities]]
[[Category:Half-Life 2: Episode One Entities]]
[[Category:Team Fortress 2 Entities]]
[[Category:Team Fortress 2 Entities]]

Revision as of 09:24, 25 April 2017


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commentary_auto is a point entity available in all games with the Commentary System implemented, including Half-Life 2: Episode One and Team Fortress 2.

Entity Description

Fires outputs based on how commentary mode has been activated. Unlike logic_auto, an entity with a similar purpose, commentary_auto cannot read global states or remove itself after firing. This entity does not appear to be in any default FGD files of any of its games, nor does it appear to be an option in the Commentary Editor.

Outputs

  • OnCommentaryNewGame
Fires when a new game is started with commentary enabled.
  • OnCommentaryMidGame
Fires when commentary is enabled midgame.
  • OnCommentaryMultiplayerSpawn
[Todo]