Logic auto: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Categorized)
No edit summary
Line 6: Line 6:
Fires outputs when a map spawns. If 'Remove on fire' flag is set the logic_auto is deleted after firing. It can be set to check a global state before firing. This allows you to only fire events based on what took place in a previous map.
Fires outputs when a map spawns. If 'Remove on fire' flag is set the logic_auto is deleted after firing. It can be set to check a global state before firing. This allows you to only fire events based on what took place in a previous map.


==Entity Values==
* The '''Remove on Fire''' flag ''may'' cause problems with delayed outputs.
===Keys===
 
==Keyvalues==
 
* '''globalstate'''
: <string/choices> If set, this specifies a global state to check before firing. The OnMapSpawn output will only fire if the global state is set.
:{|
! Literal Value || Description
|-
| gordon_precriminal || Gordon pre-criminal
|-
| antlion_allied || Antlions are player allies
|-
| suit_no_sprint || Suit sprint function not yet enabled
|-
| super_phys_gun || Super phys gun is enabled
|-
| friendly_encounter || Friendly encounter sequence (lower weapons, etc.)
|-
| gordon_invulnerable || Gordon is invulnerable
|-
| no_seagulls_on_jeep || Don't spawn seagulls on the jeep
|}


* '''Global State to Read''' ''globalstate <choices>''
==Flags==
** If set, this specifies a global state to check before firing. The OnMapSpawn output will only fire if the global state is set.


* 1 : Remove on fire


===Outputs===
==Outputs==


* '''OnMapSpawn'''
* '''OnMapSpawn'''
** Fired when the map is loaded for any reason.
: Fired when the map is loaded for any reason.
 
* '''OnNewGame'''
* '''OnNewGame'''
** Fired when the map is loaded to start a new game.
: Fired when the map is loaded to start a new game.
 
* '''OnLoadGame'''
* '''OnLoadGame'''
** Fired when the map is loaded from a saved game.
: Fired when the map is loaded from a saved game.
 
* '''OnMapTransition'''
* '''OnMapTransition'''
** Fired when the map is loaded due to a level transition.
: Fired when the map is loaded due to a level transition.
 
* '''OnBackgroundMap'''
* '''OnBackgroundMap'''
** Fired when the map is loaded as a background to the main menu.
: Fired when the map is loaded as a background to the main menu.
 
 
===Flags===
 
* '''Remove on Fire''' (Default Checked)
** Removes after firing inputs.  Useful for events that should only happen once.
 
 
==Additional Info==
* The '''Remove on Fire''' flag ''may'' cause problems with delayed outputs.


[[Category:Entities]]
[[Category:Entities]]

Revision as of 20:18, 11 July 2005

Template:Wrongtitle

Entity Description

Entity Name: logic_auto

Fires outputs when a map spawns. If 'Remove on fire' flag is set the logic_auto is deleted after firing. It can be set to check a global state before firing. This allows you to only fire events based on what took place in a previous map.

  • The Remove on Fire flag may cause problems with delayed outputs.

Keyvalues

  • globalstate
<string/choices> If set, this specifies a global state to check before firing. The OnMapSpawn output will only fire if the global state is set.
Literal Value Description
gordon_precriminal Gordon pre-criminal
antlion_allied Antlions are player allies
suit_no_sprint Suit sprint function not yet enabled
super_phys_gun Super phys gun is enabled
friendly_encounter Friendly encounter sequence (lower weapons, etc.)
gordon_invulnerable Gordon is invulnerable
no_seagulls_on_jeep Don't spawn seagulls on the jeep

Flags

  • 1 : Remove on fire

Outputs

  • OnMapSpawn
Fired when the map is loaded for any reason.
  • 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.