Logic auto: Difference between revisions

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{{wrongtitle|title=logic_auto}}
[[Image:logic_auto.png|left]] {{DISPLAYTITLE:logic_auto}}
{{base_point}}[[Category:Entities Without Targetname]]


== Entity description ==
{{base point|logic_auto}} It fires [[output]]s immediately after a map loads, unlike most other entities that wait for input first. It can be set to check a [[env_global|global state]] before firing, which allows you to fire events based on what took place in a previous map.
[[Image:logic_auto.png|right]]
Fires outputs when a map spawns. If the "Remove on fire" flag is set the <code>logic_auto</code> 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.


To some extent : {{map_properties}}
If the "Remove on fire" flag is set the <code>logic_auto</code> is deleted after firing. {{todo|This ''may'' cause problems with delayed outputs.}}


{{note|The "Remove on Fire" flag ''may'' cause problems with delayed outputs.}}
{{warning|Attempting to directly access or modify the player may cause Access Violation errors, because the outputs are fired before the player has spawned. Adding a slight time delay may overcome this.}}
{{note|Attempting to modify the player (such as giving items) may cause 'Access Violation' errors due to the player not actually being created yet.}}


== Keyvalues ==
== 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.
; Global State to Read <code><choices></code>
:{| class=standard-table
: If set, this specifies a [[env_global|global state]] to check before firing. The <code>OnMapSpawn</code> output will only fire if the global state is set.
! Literal Value || Description
:* Gordon pre-criminal
|-
:* Antlions are player allies
| gordon_precriminal || Gordon pre-criminal
:* Suit sprint function not yet enabled
|-
:* Super phys gun is enabled
| antlion_allied || Antlions are player allies
:* Friendly encounter sequence (lower weapons, etc.)
|-
:* Gordon is invulnerable
| suit_no_sprint || Suit sprint function not yet enabled
:* Don't spawn seagulls on the jeep
|-
:* Game is running on a console
| super_phys_gun || Super phys gun is enabled
:* Game is running on a PC
|-
| friendly_encounter || Friendly encounter sequence (lower weapons, etc.)
|-
| gordon_invulnerable || Gordon is invulnerable
|-
| no_seagulls_on_jeep || Don't spawn seagulls on the jeep
|-
| is_console || Game is running on a console
|-
| is_pc || Game is running on a PC
|}


== Flags ==
== Flags ==
* 1 : Remove on fire
 
* Remove on fire


== Outputs ==
== Outputs ==
* '''OnMapSpawn'''
; <code>OnMapSpawn</code>
: Fired when the map is loaded for any reason.
: Map has been loaded for any reason.
* '''OnNewGame'''
; <code>OnNewGame</code>
: Fired when the map is loaded to start a new game.
: Map has been loaded to start a new game.
* '''OnLoadGame'''
; <code>OnLoadGame</code>
: Fired when the map is loaded from a saved game.
: Map has been loaded from a saved game.
* '''OnMapTransition'''
; <code>OnMapTransition</code>
: Fired when the map is loaded due to a level transition.
: Map has been loaded due to a [[trigger_transition|level transition]].
* '''OnBackgroundMap'''
; <code>OnBackgroundMap</code>
: Fired when the map is loaded as a background to the main menu.
: Map has been loaded as a [[Menu Background Map|background to the main menu]].
* '''{{EP2 add|OnMultiNewMap}}'''
; <code>{{EP2 add|OnMultiNewMap}}</code>
: Fired only in multiplayer, when a new map is loaded.
: Fired in multiplayer when a new map is loaded.
* '''{{EP2 add|OnMultiNewRound}}'''
; <code>{{EP2 add|OnMultiNewRound}}</code>
: Fired only in multiplayer, when a new round is started. Only fired in multiplayer games that use round-based gameplay.
: Fired in multiplayer when a new round is started.

Revision as of 13:05, 22 July 2009

Logic auto.png

Template:Base point It fires outputs immediately after a map loads, unlike most other entities that wait for input first. It can be set to check a global state before firing, which allows you to fire events based on what took place in a previous map.

If the "Remove on fire" flag is set the logic_auto is deleted after firing.

Todo: This may cause problems with delayed outputs.
Warning.pngWarning:Attempting to directly access or modify the player may cause Access Violation errors, because the outputs are fired before the player has spawned. Adding a slight time delay may overcome this.

Keyvalues

Global State to Read <choices>
If set, this specifies a global state to check before firing. The OnMapSpawn output will only fire if the global state is set.
  • Gordon pre-criminal
  • Antlions are player allies
  • Suit sprint function not yet enabled
  • Super phys gun is enabled
  • Friendly encounter sequence (lower weapons, etc.)
  • Gordon is invulnerable
  • Don't spawn seagulls on the jeep
  • Game is running on a console
  • Game is running on a PC

Flags

  • Remove on fire

Outputs

OnMapSpawn
Map has been loaded for any reason.
OnNewGame
Map has been loaded to start a new game.
OnLoadGame
Map has been loaded from a saved game.
OnMapTransition
Map has been loaded due to a level transition.
OnBackgroundMap
Map has been loaded as a background to the main menu.
Template:EP2 add
Fired in multiplayer when a new map is loaded.
Template:EP2 add
Fired in multiplayer when a new round is started.