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.
TomEdwards (talk | contribs) |
(→Flags) |
||
Line 23: | Line 23: | ||
== Flags == | == Flags == | ||
* Remove on fire | * 1 : Remove on fire | ||
== Outputs == | == Outputs == |
Revision as of 09:51, 25 November 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
- 1 : 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 (in addition to the outputs above).
Template:EP2 add
- Fired in multiplayer when a new round is started.