Logic auto: Difference between revisions

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== Keyvalues ==
== Keyvalues ==
{{KV|Global State to Read|choices|If set, this specifies a global state to check before firing. The <code>OnMapSpawn</code> output will only fire if the global state is set.}}
{{KV|Global State to Read|choices|If set, this specifies a global state to check before firing. The <code>OnMapSpawn</code> output will only fire if the global state is set. Valve's [[FGD]]s always include the HL2 global states here, but any value can be entered. See [[env_global]] for a list of default global states in each game.}}
:{| class=standard-table
! Value || Description
|-
| <code></code> || --- None ---
|-
| <code>gordon_precriminal</code> || Gordon pre-criminal
|-
| <code>antlion_allied</code> || Antlions are player allies
|-
| <code>suit_no_sprint</code> || Suit sprint function not yet enabled
|-
| <code>super_phys_gun</code> || Super phys gun is enabled
|-
| <code>friendly_encounter</code> || Friendly encounter sequence (lower weapons, etc.)
|-
| <code>gordon_invulnerable</code> || Gordon is invulnerable
|-
| <code>no_seagulls_on_jeep</code> || Don't spawn seagulls on the jeep
|-
| <code>is_console</code> || Game is running on a console
|-
| <code>is_pc</code> || Game is running on a PC
|}


== Flags ==
== Flags ==

Revision as of 15:24, 1 June 2020

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Entity description

Logic auto.png

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.

Warning.pngWarning: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.

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. Valve's FGDs always include the HL2 global states here, but any value can be entered. See env_global for a list of default global states in each game.

Flags

  • 1 : Remove on fire

Outputs

OnMapSpawn
Fired when the map is loaded for any reason including saves.
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.
Icon-Bug.pngBug:Also fires when a new round starts, making it behave identically to OnMultiNewRound.  [todo tested in ?]
OnMultiNewRound
Fired only in multiplayer, when a new round is started. Only fired in multiplayer games that use round-based gameplay.
Confirm:Doesn't seem to work in Counter-Strike: Source?