Logic relay: Difference between revisions
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{{ | {{LanguageBar}} | ||
{{tabs|main=source|source=1|source2=1|logic_relay}} | |||
{{this is a|point entity|name=logic_relay|sprite=1}} | |||
{{CD|CLogicRelay|file1=logicrelay.cpp}} | {{CD|CLogicRelay|file1=logicrelay.cpp}} | ||
It is a Output forwarder, which can be used to fire many [[Inputs and Outputs#Outputs|output]]s at once from just one input, or, by being disabled, to break an I/O chain. It can also be very helpful for organization and keeping you from having to edit MANY instances of the same outputs, as opposed to just one. | It is a Output forwarder, which can be used to fire many [[Inputs and Outputs#Outputs|output]]s at once from just one input, or, by being disabled, to break an I/O chain. It can also be very helpful for organization and keeping you from having to edit MANY instances of the same outputs, as opposed to just one. | ||
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== See Also == | == See Also == | ||
* {{ent|logic_case}} | * {{ent|logic_case}} | ||
[[Category:IO System]] |
Revision as of 08:11, 12 July 2024

logic_relay
is a point entity available in all Source games.
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CLogicRelay |
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It is a Output forwarder, which can be used to fire many outputs at once from just one input, or, by being disabled, to break an I/O chain. It can also be very helpful for organization and keeping you from having to edit MANY instances of the same outputs, as opposed to just one.
After a logic_relay
is triggered, it cannot be triggered again until all of its outputs are fired. This is useful for when a relay has a sequence of delayed outputs that shouldn't be repeated until the sequence is finished. This behavior can be disabled with the "Allow fast retrigger" spawnflag.
Keyvalues
- 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
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
Flags
- Only trigger once : [1]
- Allow fast retrigger : [2]
Inputs
- Enable
- Allows the relay to fire the OnTrigger outputs after being disabled.
- Disable
- Prevents the relay from firing OnTrigger outputs in response to Trigger inputs.
- Trigger
- Trigger the relay, causing its OnTrigger output to fire if it is enabled.
- Toggle
- Toggle the relay between enabled and disabled.
- CancelPending
- Cancel any events fired by this relay that are currently pending in the I/O event queue
Bug:Using
CancelPending
on itself breaks the Service Queue which leads to a crash. [todo tested in ?]
- EnableRefire !FGD
- Automatically fired on a relay after any delayed outputs finish firing, allowing it to fire again.
- TriggerWithParameter <string > (only in
)
- Triggers the relay with a parameter, causing its OnTriggerParameter output to fire if it is enabled.
Outputs
- OnSpawn
- Fired when the relay is spawned. If the relay is set to only trigger once, it will delete itself after firing this output.
Note:Every level load (including save loads!) triggers this output, unless "Fire once only" is checked.
- OnTrigger
- Fired when the relay is triggered. If the relay is set to only trigger once, it will delete itself after firing this output.
- OnTriggerParameter <string > (only in
)
- Fired when the relay is triggered with a parameter. If the relay is set to only trigger once, it will delete itself after firing this output.