Logic auto: Difference between revisions
Jump to navigation
Jump to search
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.
No edit summary |
TomEdwards (talk | contribs) (cleanup) |
||
Line 1: | Line 1: | ||
{{ | [[Image:logic_auto.png|left]] {{DISPLAYTITLE:logic_auto}} | ||
{{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. | |||
[[ | |||
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.}} | |||
{{ | {{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.}} | ||
== Keyvalues == | == Keyvalues == | ||
; Global State to Read <code><choices></code> | |||
: | : 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. | ||
:* 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 == | == Flags == | ||
* | |||
* Remove on fire | |||
== Outputs == | == Outputs == | ||
; <code>OnMapSpawn</code> | |||
: | : Map has been loaded for any reason. | ||
; <code>OnNewGame</code> | |||
: | : Map has been loaded to start a new game. | ||
; <code>OnLoadGame</code> | |||
: | : Map has been loaded from a saved game. | ||
; <code>OnMapTransition</code> | |||
: | : Map has been loaded due to a [[trigger_transition|level transition]]. | ||
; <code>OnBackgroundMap</code> | |||
: | : Map has been loaded as a [[Menu Background Map|background to the main menu]]. | ||
; <code>{{EP2 add|OnMultiNewMap}}</code> | |||
: Fired | : Fired in multiplayer when a new map is loaded. | ||
; <code>{{EP2 add|OnMultiNewRound}}</code> | |||
: Fired | : Fired in multiplayer when a new round is started. |
Revision as of 13:05, 22 July 2009
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.

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.