Env global: Difference between revisions
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Note:Global states are not stored until an
Tip:Global states are not exclusive to these choices, and may be any text.
Bug:There is an aliasing problem for this keyvalue. To make it work, simply change its name in the source code DEFINE_OUTPUT declaration. [todo tested in ?]
(Added the "Entity also in GoldSrc" Template.) |
(Filled in some info on env_global and global states) |
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{{base point|env_global}} It controls game-specific global states, such as whether the [[weapon_physcannon|gravity gun]] should become the super gravity gun in HL2. | {{base point|env_global}} It controls game-specific global states, such as whether the [[weapon_physcannon|gravity gun]] should become the super gravity gun in HL2. | ||
Global states persist across level transitions, regardless of their status. Use the <code>dump_globals</code> console command to list all stored global states. {{note|Global states are not stored until an <code>env_global</code> receives any commands that modify the state, such as turning it on or off or changing the counter. Use the <code>Set Initial State</code> [[flag]] for the global to be added on spawn.}} | |||
To remove a global from the table entirely, set its state to "Dead" using the <code>Remove</code> input. It will remove itself on the next level transition. {{confirm}} | |||
Globals and their current state (in integer form) are added to all entites' response data for use in the [[Response System]]. | |||
==Keyvalues== | ==Keyvalues== | ||
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:* Episodic: Alyx darkness mode | :* Episodic: Alyx darkness mode | ||
:* Ep2 Counter: Hunters to run over before they dodge | :* Ep2 Counter: Hunters to run over before they dodge | ||
{{tip|Global states are not exclusive to these choices, and may be any text.}} | |||
}} | }} | ||
{{ScrollBox|title=EnvGlobal| | {{ScrollBox|title=EnvGlobal| | ||
{{KV|Initial State|choices| | {{KV|Initial State|choices|Used by <code>Set Initial State</code> to determine what the global state should be set to when the map starts. | ||
:* Off | :* Off | ||
:* On | :* On | ||
:* Dead | :* Dead | ||
}} | }} | ||
{{KV|Counter|int|An integer counter value associated with this global.|since=EP2}} | {{KV|Counter|int|An integer counter value associated with this global.|since=EP2}} |
Revision as of 09:36, 2 August 2018

This entity is also available as [[{{{1}}}|{{{1}}}]] for the Half-Life Engine.
Template:Base point It controls game-specific global states, such as whether the gravity gun should become the super gravity gun in HL2.
Global states persist across level transitions, regardless of their status. Use the dump_globals
console command to list all stored global states.

env_global
receives any commands that modify the state, such as turning it on or off or changing the counter. Use the Set Initial State
flag for the global to be added on spawn.To remove a global from the table entirely, set its state to "Dead" using the Remove
input. It will remove itself on the next level transition. [confirm]
Globals and their current state (in integer form) are added to all entites' response data for use in the Response System.
Keyvalues
- Global State to Set ([todo internal name (i)]) <choices>
- Game-specific global state that this entity sets. In practice all of Valve's FGDs include the HL2 states regardless of whether the game understands them.
- Gordon pre-criminal
- Antlions are player allies
- Suit sprint function not yet enabled
- Super phys gun is enabled
Note:Doesn't work in HL2:DM.
- Friendly encounter sequence (lower weapons, etc.)
- Gordon is invulnerable
- Don't spawn seagulls on the jeep
- Episode 2: Alyx injured
- Episodic: Alyx darkness mode
- Ep2 Counter: Hunters to run over before they dodge

EnvGlobal:
- Initial State ([todo internal name (i)]) <choices>
- Used by
Set Initial State
to determine what the global state should be set to when the map starts.- Off
- On
- Dead
- Counter ([todo internal name (i)]) <integer> (in all games since
)
- An integer counter value associated with this global.

- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Flags
- Set Initial State: Whether this entity defines the global state when the map starts.
Inputs
EnvGlobal:
- TurnOn / TurnOff
- Sets the global's state.
- Toggle
- Toggles state of global between ON and OFF.
- Remove
- Set state of global to DEAD.
- GetCounter (in all games since
)
- Fires this entity's Counter output.
Outputs
EnvGlobal: