Logic auto: Difference between revisions
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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:
Every time the round is reset, this entity fires either the
Note:
Every time the round is reset, including resets for warmup and resets in any other game mode, this entity fires the 4 outputs
(Added SiN Episodes: Emergence outputs and moved some stuff around for consistency with other entity pages) |
(CS:S and CS:GO investigation. Moved flag info to flag. Linked map_background.) |
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{{base point|logic_auto|sprite=1}} 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. | {{base point|logic_auto|sprite=1}} 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. | ||
{{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 | {{css}} Every time the round is reset, this entity fires either the <code>OnNewGame</code> or <code>OnBackgroundMap</code> output (see below). All other outputs are unused.}} | ||
{{Note | {{csgo}} Every time the round is reset, including resets for warmup and resets in any other [[game mode]], this entity fires the 4 outputs <code>OnMultiNewRound</code>, <code>OnNewGame</code>/<code>OnBackgroundMap</code> (exactly one of these, see below), <code>OnMapSpawn</code> and <code>OnMultiNewMap</code> in this order. When a map is loaded, these are also fired, except the first, <code>OnMultiNewRound</code>. All other outputs are unused.}} | |||
{{clr}} | {{clr}} | ||
== Keyvalues == | == Keyvalues == | ||
{{KV|Global State to Read|choices|If set, this specifies a global state to check before firing. The <code>OnMapSpawn</code> output will only fire if the global state is set. Valve's [[FGD]]s always include the | {{KV|Global State to Read|intn=globalstate|choices|If set, this specifies a global state to check before firing. The <code>OnMapSpawn</code> output will only fire if the global state is set. Valve's [[FGD]]s always include the {{game link|Half-Life 2}} global states here, but any value can be entered. See [[env_global]] for a list of default global states in each game.}} | ||
== Flags == | == Flags == | ||
{{Fl|1|Remove on fire|Whether the <code>logic_auto</code> is deleted after firing. Delayed outputs will still work, however.}} | |||
== Outputs == | == Outputs == | ||
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{{IO|OnLoadGame|Fired when the map is loaded from a saved game.}} | {{IO|OnLoadGame|Fired when the map is loaded from a saved game.}} | ||
{{IO|OnMapTransition|Fired when the map is loaded due to a level transition.}} | {{IO|OnMapTransition|Fired when the map is loaded due to a level transition.}} | ||
{{IO|OnBackgroundMap|Fired when the map is loaded as a background to the main menu.}} | {{IO|OnBackgroundMap|Fired when the map is loaded as a background to the main menu using {{ent|map_background}}.}} | ||
{{IO|OnMultiNewMap|Fired only in multiplayer, when a new map is loaded.{{bug|Also fires when a new round starts, making it behave identically to OnMultiNewRound.}}}} | {{IO|OnMultiNewMap|Fired only in multiplayer, when a new map is loaded.{{bug|Also fires when a new round starts, making it behave identically to <code>OnMultiNewRound</code>, except that it is also fired when the map is loaded.}}}} | ||
{{IO|OnMultiNewRound|Fired only in multiplayer, when a new round is started. Only fired in multiplayer games that use round-based gameplay. | {{IO|OnMultiNewRound|Fired only in multiplayer, when a new round is started. Only fired in multiplayer games that use round-based gameplay.}} | ||
{{IO|OnViolenceLow|only={{sin}}|Fired when the map is loaded for any reason if the game is in low-violence mode.}} | {{IO|OnViolenceLow|only={{sin}}|Fired when the map is loaded for any reason if the game is in low-violence mode.}} | ||
{{IO|OnViolenceHigh|only={{sin}}|Fired when the map is loaded for any reason if the game is not in low-violence mode.}} | {{IO|OnViolenceHigh|only={{sin}}|Fired when the map is loaded for any reason if the game is not in low-violence mode.}} | ||
[[Category:IO System]] | [[Category:IO System]] |
Revision as of 20:02, 25 August 2021
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.



OnNewGame
or OnBackgroundMap
output (see below). All other outputs are unused.

OnMultiNewRound
, OnNewGame
/OnBackgroundMap
(exactly one of these, see below), OnMapSpawn
and OnMultiNewMap
in this order. When a map is loaded, these are also fired, except the first, OnMultiNewRound
. All other outputs are unused.Keyvalues
- Global State to Read (globalstate) <choices>
- If set, this specifies a global state to check before firing. The
OnMapSpawn
output will only fire if the global state is set. Valve's FGDs always include theHalf-Life 2 global states here, but any value can be entered. See env_global for a list of default global states in each game.
Flags
- Remove on fire : [1]
- Whether the
logic_auto
is deleted after firing. Delayed outputs will still work, however.
Outputs
- OnMapSpawn
- Fired when the map is loaded for any reason including saves.
- OnNewGame
- Fired when the map is loaded to start a new game.
- OnLoadGame
- Fired when the map is loaded from a saved game.
- OnMapTransition
- Fired when the map is loaded due to a level transition.
- OnBackgroundMap
- Fired when the map is loaded as a background to the main menu using map_background.
- OnMultiNewMap
- Fired only in multiplayer, when a new map is loaded.
Bug:Also fires when a new round starts, making it behave identically to
OnMultiNewRound
, except that it is also fired when the map is loaded. [todo tested in ?]
- OnMultiNewRound
- Fired only in multiplayer, when a new round is started. Only fired in multiplayer games that use round-based gameplay.