Player loadsaved (GoldSrc): Difference between revisions
		
		
		
		
		
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| SirYodaJedi (talk | contribs) m (SirYodaJedi moved page Player loadsaved (GoldSource Engine) to Player loadsaved (GoldSrc)) | SirYodaJedi (talk | contribs)  mNo edit summary | ||
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| {{stub}} | {{stub}} {{cleanup|Move {{src}} specific stuff to [[player_loadsaved]]}} | ||
| {{ | {{Hl1 series point|player_loadsaved}} This entity will reload the latest saved game when triggered. Useful for gameover screens if an important NPC dies, or a crucial object is lost. Can be used together with [[env_message_(GoldSrc)|env_message]] to display an appropriate text message. | ||
| [[Category:Half-Life Entities]] | [[Category:Half-Life Entities]] | ||
| [[Category:Level Design]] | [[Category:Level Design]] | ||
Revision as of 13:48, 29 May 2023

This article or section needs to be cleaned up to conform to a higher standard of quality because:
Move  specific stuff to player_loadsaved
 specific stuff to player_loadsaved
For help, see the VDC Editing Help and  Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page. specific stuff to player_loadsaved
 specific stuff to player_loadsavedTemplate:Hl1 series point This entity will reload the latest saved game when triggered. Useful for gameover screens if an important NPC dies, or a crucial object is lost. Can be used together with env_message to display an appropriate text message.
Inputs
- Reload ([todo internal name (i)])
- Forces Reload of level to the latest save. Note:It will only reload saves from the game world. Does not reload saves from quick save (F6/F7) Note:It will only reload saves from the game world. Does not reload saves from quick save (F6/F7)
- Kill ([todo internal name (i)])
- Removes this entity from the world.
- KillHierarchy ([todo internal name (i)])
- Removes this entity and its children from the world.  Note:Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill. Note:Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
- AddOutput ([todo internal name (i)]) <string>
- AddOutput Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Kill ([todo internal name (i)])
- Removes this entity from the world.
- RunScriptFile ([todo internal name (i)]) <script>
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- RunScriptCode ([todo internal name (i)])  <string> (in all games since  ) )
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug:In Left 4 Dead 2, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.  [todo tested in ?] Bug:In Left 4 Dead 2, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.  [todo tested in ?] Warning:Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor. Warning:Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
- FireUser1 to FireUser4 ([todo internal name (i)])
- Fire the OnUser outputs; see User Inputs and Outputs.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Fade Duration(seconds) ([todo internal name (i)]) <integer>
- The amount in seconds it will take to fade out.
- Hold Fade (seconds) ([todo internal name (i)]) <integer>
- The amount in seconds it will take to hold fade.
- Fade Alpha (renderamt) ([todo internal name (i)]) <integer>
- Alpha of the fade, where 0 = fully transparent and 255 = fully opaque.
- Reload Delay (seconds) ([todo internal name (i)]) <integer>
- On Trigger, the amount of time in seconds it will take to reload a save. When set, it will take over Game/Player and reload when prompted.