Logic autosave: Difference between revisions

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==Entity Description==
==Entity Description==
An entity that is used to force an autosave. It is usually triggered before large firefights or dangerous areas where the player might die.
An [[entity]] that is used to force an autosave. It is usually triggered before large firefights or dangerous areas where the player might die.
* Arguably pointless for multiplayer.
* Arguably pointless for multiplayer.
==Keyvalues==
==Keyvalues==

Revision as of 08:17, 19 December 2010

Template:Wrongtitle Template:Base point

Entity Description

An entity that is used to force an autosave. It is usually triggered before large firefights or dangerous areas where the player might die.

  • Arguably pointless for multiplayer.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

  • 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.
  • SaveDangerous <float> (in all games since Half-Life 2: Episode One)
Force an autosave as autosavedangerous.sav. If the player is alive after the passed number of seconds it replaces the standard auto save.

Outputs