Globalname: Difference between revisions
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Warning:Setting this in round based games will cause an entity to not respawn on round restart because entities are killed when round ends.
Important:Don't use in 
Left 4 Dead series as the transition works differently and globalname is not used in this manner.
Placement Tip:This is important when wanting to transition brush entities as brush models are saved within a map file and is the reason model is one of the properties that isn't transferred.
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{{warning|Setting this in round based games will cause an entity to not respawn on round restart because entities are killed when round ends.}} | {{warning|Setting this in round based games will cause an entity to not respawn on round restart because entities are killed when round ends.}} | ||
{{important|Don't use in {{l4ds|4}} as the transition works differently and globalname is not used in this manner.}} | {{important|Don't use in {{l4ds|4}} as the transition works differently and globalname is not used in this manner.}} | ||
{{PlacementTip|This is important when wanting to transition brush entities as brush models are saved within a map file and is the reason model is one of the properties that isn't transferred.}} | {{PlacementTip|This is important when wanting to transition brush entities as [[bmodel|brush models]] are saved within a map file and is the reason model is one of the properties that isn't transferred.}} | ||
Other ways to ensure no duplicate (logically same) entities between transition is properly utilizing {{ent|logic_auto}} outputs like <kbd>OnNewGame</kbd>, <kbd>OnMapTransition</kbd>. | Other ways to ensure no duplicate (logically same) entities between transition is properly utilizing {{ent|logic_auto}} outputs like <kbd>OnNewGame</kbd>, <kbd>OnMapTransition</kbd>. |
Revision as of 13:54, 29 March 2025

This is a draft page. It is a work in progress open to editing by anyone.
Remember to check for any notes left by the tagger at this article's talk page.
Remember to check for any notes left by the tagger at this article's talk page.
globalname
is a keyvalue available in all Source games. It's a name to designate two entities in different maps as being logically the same entity. When player transitions from map A to B the entity in map B with matching globalname will get most of its properties from entity that was in map A like origin, angles, color etc. (model for example is not transferred). If the entity was killed in map A it will not spawn in map B.





Other ways to ensure no duplicate (logically same) entities between transition is properly utilizing logic_auto outputs like OnNewGame, OnMapTransition.
Examples
[Todo]