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 ?]
(Revision + Extra information on HL2 global states) |
(Followup to previous edit, revision of the global state table) |
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{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
| | ! Internal Name || Editor Name || Description | ||
|- | |- | ||
| | | gordon_precriminal || Gordon pre-criminal || Creates the pre-criminal behavior seen in [[Point Insertion]]. | ||
|- | |- | ||
| | | antlion_allied || Antlions are player allies || Makes antlions friendly to the player and allows them to listen to [[weapon_bugbait|bugbait]], as seen in the [[Nova Prospekt]] chapters. | ||
|- | |- | ||
| | | suit_no_sprint || Suit sprint function not yet enabled || Disables the HEV suit's sprint function.<br/>(not required if the HEV suit is not equipped) | ||
|- | |- | ||
| | | super_phys_gun || Super phys gun is enabled || Enables the supercharged gravity gun seen in the Citadel levels of [[Half-Life 2]] and [[Episode One]].<br/>{{note|Doesn't work in HL2:DM.}} | ||
|- | |- | ||
| | | friendly_encounter || Friendly encounter sequence (lower weapons, etc.) || Indicates a friendly encounter sequence.<br/>(This appears to just keep the player's weapons lowered.) | ||
|- | |- | ||
| | | citizens_passive {{not in FGD}} || Citizens are *not* player allies (cannot be commanded) || Makes citizens neutral to the Combine and the player.<br/>(also done by <code>gordon_precriminal</code>) | ||
|- | |- | ||
| | | gordon_invulnerable || Gordon is invulnerable || Makes the player invulnerable to damage.<br/>(Retains knockback, view punches, etc. unlike [[god]] mode) | ||
|- | |- | ||
| ep2_alyx_injured || Episode 2: Invokes Alyx's "injured" behavior: | | no_seagulls_on_jeep || Don't spawn seagulls on the jeep || Prevents [[npc_seagull|seagulls]] from spawning on the jeep. | ||
|- | |||
| ep2_alyx_injured || Episode 2: Alyx injured || {{EP2 add}} Episodic only. Invokes Alyx's "injured" behavior: | |||
*Triples bullet spread for {{ent|weapon_alyxgun}} | *Triples bullet spread for {{ent|weapon_alyxgun}} | ||
*Increases time between shots | *Increases time between shots | ||
{{ | {{note|This applies to all NPCs with a <code>weapon_alyxgun</code>, not just Alyx.}} | ||
|- | |- | ||
| ep_alyx_darknessmode || Episodic: Enables "darkness mode", as seen | | ep_alyx_darknessmode || Episodic: Alyx darkness mode || {{EP1 add}} Episodic only. Enables "darkness mode", as seen during the "Lowlife" chapter of [[Episode One]].<br/>Despite the name, this also affects the player, zombies, and even fires in various ways to make them more suitable for darkness. | ||
|- | |- | ||
| hunters_to_run_over || Ep2 Counter: The number of hunters that should be ran over before they start dodging vehicles.<br/>If this global | | hunters_to_run_over || Ep2 Counter: Hunters to run over before they dodge || {{EP2 add}} Episodic only. The number of hunters that should be ran over before they start dodging vehicles.<br/>By default, hunters will try to dodge incoming vehicles.<br/>If this global is declared and its counter is greater than 0, hunters will not try to dodge incoming vehicles.<br/>Instead, this global's counter will decrement by 1 each time a hunter is killed by a vehicle.<br/>When it reaches 0, hunters will return to dodging vehicles. | ||
|} | |} | ||
{{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. | {{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. |
Revision as of 13:58, 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 the global's state to "Dead" using the Remove
input. This will cause the global to 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>
- The global state this entity is linked to. 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 any text can be used.
Internal Name | Editor Name | Description |
---|---|---|
gordon_precriminal | Gordon pre-criminal | Creates the pre-criminal behavior seen in Point Insertion. |
antlion_allied | Antlions are player allies | Makes antlions friendly to the player and allows them to listen to bugbait, as seen in the Nova Prospekt chapters. |
suit_no_sprint | Suit sprint function not yet enabled | Disables the HEV suit's sprint function. (not required if the HEV suit is not equipped) |
super_phys_gun | Super phys gun is enabled | Enables the supercharged gravity gun seen in the Citadel levels of Half-Life 2 and Episode One.![]() |
friendly_encounter | Friendly encounter sequence (lower weapons, etc.) | Indicates a friendly encounter sequence. (This appears to just keep the player's weapons lowered.) |
citizens_passive !FGD | Citizens are *not* player allies (cannot be commanded) | Makes citizens neutral to the Combine and the player. (also done by gordon_precriminal )
|
gordon_invulnerable | Gordon is invulnerable | Makes the player invulnerable to damage. (Retains knockback, view punches, etc. unlike god mode) |
no_seagulls_on_jeep | Don't spawn seagulls on the jeep | Prevents seagulls from spawning on the jeep. |
ep2_alyx_injured | Episode 2: Alyx injured | Template:EP2 add Episodic only. Invokes Alyx's "injured" behavior:
![]() weapon_alyxgun , not just Alyx. |
ep_alyx_darknessmode | Episodic: Alyx darkness mode | (in all games since ![]() Despite the name, this also affects the player, zombies, and even fires in various ways to make them more suitable for darkness. |
hunters_to_run_over | Ep2 Counter: Hunters to run over before they dodge | Template:EP2 add Episodic only. The number of hunters that should be ran over before they start dodging vehicles. By default, hunters will try to dodge incoming vehicles. If this global is declared and its counter is greater than 0, hunters will not try to dodge incoming vehicles. Instead, this global's counter will decrement by 1 each time a hunter is killed by a vehicle. When it reaches 0, hunters will return to dodging vehicles. |
- Initial State (initialstate) ([todo internal name (i)]) <choices>
- Used by
Set Initial State
to 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.

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
Counter
output.