Env global: Difference between revisions
		
		
		
		
		
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 Bug:There is an aliasing problem for this keyvalue (keyvalue and output have the same name). To make it work, simply change its name in the source code DEFINE_OUTPUT declaration.  [todo tested in ?]
Bug:There is an aliasing problem for this keyvalue (keyvalue and output have the same name). To make it work, simply change its name in the source code DEFINE_OUTPUT declaration.  [todo tested in ?]
		
	
|  (Filled in some info on env_global and global states) |  (updates) | ||
| Line 1: | Line 1: | ||
| {{ | {{lang|Env global}} | ||
| {{Entity also in GoldSrc}} | {{Entity also in GoldSrc}} | ||
| [[File:Env global.png|left]] | [[File:Env global.png|left]] | ||
| {{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.  | Global states persist across level transitions, regardless of their status. 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.  | To remove a global from the table entirely, set its state to "Dead" using the <code>Remove</code> input. The related entity will remove itself on the next level transition. | ||
| Globals and their current state (in integer form) are added to all  | Globals and their current state (in integer form) are added to all entities' response data for use in the [[Response System]]. | ||
| {{code class|CEnvGlobal|logicentities.cpp}} | |||
| {{ | ==ConVars/Commands== | ||
| {{varcom|start}} | |||
| {{varcom|dump_globals|||Dumps data for all set global states.}} | |||
| {{varcom|global_set|globalname state||Set the status of a global state. First parameter is the name of it, second is a number. | |||
| *0 {{=}} off | |||
| *1 {{=}} on | |||
| *2 {{=}} dead | |||
| A global can also be created instantly with this command.}} | |||
| {{varcom|end}} | |||
| ==Flags== | |||
| *1: Set Initial State - Whether this entity defines the global state when the map starts. | |||
| : | |||
| {{ | ==Keyvalues== | ||
| }} | {{KV|Global State to Set (globalstate)|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. Global states are not exclusive to these choices, and may be any text.}} | ||
| {{ | {| class="wikitable" | ||
| {{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 | | gordon_precriminal || Gordon pre-criminal ([[Point Insertion]]) | ||
| :* On | |- | ||
| :* Dead | | antlion_allied || Antlions are player allies | ||
| |- | |||
| | suit_no_sprint || Suit sprint function not yet enabled<br/>(not required if suit not equipped) | |||
| |- | |||
| | super_phys_gun || Super phys gun is enabled<br/>{{note|Doesn't work in HL2:DM.}} | |||
| |- | |||
| | friendly_encounter || Friendly encounter sequence (lower weapons, etc.) | |||
| |- | |||
| | citizens_passive {{not in FGD}} || Citizens cannot be commanded by the player<br/>(also done by <code>gordon_precriminal</code>) | |||
| |- | |||
| | gordon_invulnerable || Gordon is invulnerable | |||
| |- | |||
| | no_seagulls_on_jeep || Don't spawn seagulls on the jeep | |||
| |- | |||
| | ep2_alyx_injured || Episode 2: Alyx injured | |||
| *Triples bullet spread for {{ent|weapon_alyxgun}} | |||
| *Increases time between shots | |||
| |- | |||
| | ep_alyx_darknessmode || Episodic: Alyx darkness mode<br/>(also affects citizens, headcrabs, and zombies in some ways) | |||
| |- | |||
| | hunters_to_run_over || Ep2 Counter: Hunters to run over before they dodge<br/>(after a certain number of {{ent|npc_hunter}}s are run over by a vehicle they will start dodging it) | |||
| |} | |||
| {{KV|Initial State (initialstate)|choices|Used by <code>Set Initial State</code> to determine what the global state should be set to when the map starts. | |||
| :*0: Off | |||
| :*1: On | |||
| :*2: Dead | |||
| }} | }} | ||
| {{KV|Counter (counter)|since=EP2|int|An integer counter value associated with this global. | |||
| {{bug|There is an aliasing problem for this keyvalue (keyvalue and output have the same name). To make it work, simply change its name in the source code DEFINE_OUTPUT declaration.}}}} | |||
| {{KV BaseEntity|css=1}} | |||
| ==Inputs== | ==Inputs== | ||
| {{IO|TurnOn|Sets the global's state to ON.}} | |||
| {{ | {{IO|TurnOff|Sets the global's state to OFF.}} | ||
| {{IO| | {{IO|Toggle|Switches state of the global between ON and OFF.}} | ||
| {{IO|Toggle| | |||
| {{IO|Remove|Set state of global to DEAD.}} | {{IO|Remove|Set state of global to DEAD.}} | ||
| {{IO|AddToCounter|param=int|Adds the specified amount to the counter.|since=EP2}} | {{IO|AddToCounter|param=int|Adds the specified amount to the counter.|since=EP2}} | ||
| {{IO|SetCounter|param=int|Sets the value of the counter.|since=EP2}} | {{IO|SetCounter|param=int|Sets the value of the counter.|since=EP2}} | ||
| {{IO|GetCounter| | {{IO|GetCounter|Fires this entity's <code>Counter</code> output.|since=EP2}} | ||
| {{I  | {{I BaseEntity|prel4d=1}} | ||
| }} | |||
| ==Outputs== | ==Outputs== | ||
| {{IO|Counter|param=int|Outputs the integer value of this entity. May depend on global state.|since=EP2}} | |||
| {{O Targetname|l4d=1}} | |||
| {{IO| | |||
| {{O Targetname}} | |||
Revision as of 02:17, 18 September 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. Global states are not stored until an 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. The related entity will remove itself on the next level transition.
Globals and their current state (in integer form) are added to all entities' response data for use in the Response System.
ConVars/Commands
| Cvar/Command | Parameters or default value | Descriptor | Effect | 
|---|---|---|---|
| dump_globals | Dumps data for all set global states. | ||
| global_set | globalname state | Set the status of a global state. First parameter is the name of it, second is a number. 
 | 
Flags
- 1: Set Initial State - Whether this entity defines the global state when the map starts.
Keyvalues
- Global State to Set (globalstate) ([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. Global states are not exclusive to these choices, and may be any text.
| gordon_precriminal | Gordon pre-criminal (Point Insertion) | 
| antlion_allied | Antlions are player allies | 
| suit_no_sprint | Suit sprint function not yet enabled (not required if suit not equipped) | 
| super_phys_gun | Super phys gun is enabled  Note:Doesn't work in HL2:DM. | 
| friendly_encounter | Friendly encounter sequence (lower weapons, etc.) | 
| citizens_passive !FGD | Citizens cannot be commanded by the player (also done by gordon_precriminal) | 
| gordon_invulnerable | Gordon is invulnerable | 
| no_seagulls_on_jeep | Don't spawn seagulls on the jeep | 
| ep2_alyx_injured | Episode 2: Alyx injured 
 | 
| ep_alyx_darknessmode | Episodic: Alyx darkness mode (also affects citizens, headcrabs, and zombies in some ways) | 
| hunters_to_run_over | Ep2 Counter: Hunters to run over before they dodge (after a certain number of npc_hunters are run over by a vehicle they will start dodging it) | 
- Initial State (initialstate) ([todo internal name (i)]) <choices>
- Used by Set Initial Stateto determine what the global state should be set to when the map starts.- 0: Off
- 1: On
- 2: Dead
 
- Counter (counter) ([todo internal name (i)])  <integer> (in all games since  ) )
- An integer counter value associated with this global.
 Bug:There is an aliasing problem for this keyvalue (keyvalue and output have the same name). To make it work, simply change its name in the source code DEFINE_OUTPUT declaration.  [todo tested in ?]
Bug:There is an aliasing problem for this keyvalue (keyvalue and output have the same name). To make it work, simply change its name in the source code DEFINE_OUTPUT declaration.  [todo tested in ?]
Inputs
- TurnOn
- Sets the global's state to ON.
- TurnOff
- Sets the global's state to OFF.
- Toggle
- Switches state of the global between ON and OFF.
- Remove
- Set state of global to DEAD.
- GetCounter   (in all games since  ) )
- Fires this entity's Counteroutput.

























