Logic autosave: Difference between revisions

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An entity that is used to force an autosave.
An entity that is used to force an autosave.


==Entity Values==
* Arguably pointless for multiplayer.
===Keys===


* '''Name''' ''targetname <target_source>'' 
==Keyvalues==
** The name that other entities refer to this entity by.
*'''Force New Level Unit''' ''NewLevelUnit <choices>''
** If set, the save will discard any savedata from previous levels, for the purpose of keeping savegame filesizes down. Can only be safely used if there is no way for the player to return to previous levels.


* {{kv targetname}}


===Inputs===
* '''NewLevelUnit'''
: {{boolean}} If set, the save will discard any savedata from previous levels, for the purpose of keeping savegame filesizes down. Can only be safely used if there is no way for the player to return to previous levels.


* '''Kill'''
** Removes this entity from the world.
* '''KillHierarchy''' 
** Removes this entity and all its children from the world.
* '''AddOutput''' ''<string> <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>''
** Adds an entity I/O connection to this entity. Very dangerous, use with care
* '''FireUser1'''
** Causes this entity's OnUser1 output to be fired.
* '''FireUser2'''
** Causes this entity's OnUser2 output to be fired.
* '''FireUser3'''
** Causes this entity's OnUser3 output to be fired.
* '''FireUser4'''
** Causes this entity's OnUser4 output to be fired.
* '''Save'''
** Force an autosave.


==Inputs==


===Outputs===
* {{i targetname}}


* '''OnUser1'''  
* '''Save'''  
** Fired in response to FireUser1 input.
: Force an autosave.
* '''OnUser2'''
** Fired in response to FireUser2 input.
* '''OnUser3'''
** Fired in response to FireUser3 input.
* '''OnUser4'''
** Fired in response to FireUser4 input.


==Additional Info==
==Outputs==
* Arguably pointless for multiplayer.
 
* {{o targetname}}


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

Revision as of 20:20, 11 July 2005

Template:Wrongtitle

Entity Description

Entity Name: logic_autosave

An entity that is used to force an autosave.

  • Arguably pointless for multiplayer.

Keyvalues

  • NewLevelUnit
<boolean> If set, the save will discard any savedata from previous levels, for the purpose of keeping savegame filesizes down. Can only be safely used if there is no way for the player to return to previous levels.


Inputs

  • Save
Force an autosave.

Outputs