Logic auto: 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.
TTrojanovich (talk | contribs) mNo edit summary |
(Delayed outputs still work even after an entity is killed) |
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[[File:logic_auto.png|left|link=]]It fires [[output]]s immediately after a map loads, unlike most other 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. | [[File:logic_auto.png|left|link=]]It fires [[output]]s immediately after a map loads, unlike most other 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. | ||
If the "Remove on fire" flag is set, the <code>logic_auto</code> is deleted after firing. | If the "Remove on fire" flag is set, the <code>logic_auto</code> is deleted after firing. Delayed outputs will still work, however. | ||
{{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.}} |
Revision as of 10:52, 30 May 2018
Entity description

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.
If the "Remove on fire" flag is set, the logic_auto
is deleted after firing. Delayed outputs will still work, however.

Keyvalues
- Global State to Read ([todo internal name (i)]) <choices>
- If set, this specifies a global state to check before firing. The
OnMapSpawn
output will only fire if the global state is set.
Value Description --- None --- gordon_precriminal
Gordon pre-criminal antlion_allied
Antlions are player allies suit_no_sprint
Suit sprint function not yet enabled super_phys_gun
Super phys gun is enabled friendly_encounter
Friendly encounter sequence (lower weapons, etc.) gordon_invulnerable
Gordon is invulnerable no_seagulls_on_jeep
Don't spawn seagulls on the jeep is_console
Game is running on a console is_pc
Game is running on a PC
Flags
- 1 : Remove on fire
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.