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.
Warning:This entity counts as an edict, not a logical entity as one would expect, and therefore it can contribute to the entity limit. If this is an issue, use logic_relay and its 'OnSpawn' output.
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
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(Note that logic_auto is an edict, not a logical entity) |
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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.}} | {{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.}} | ||
{{warning|This entity counts as an [[edict]], not a logical entity as one would expect, and therefore it can contribute to the [[entity limit]]. If this is an issue, use [[logic_relay]] and its 'OnSpawn' output.}} | |||
{{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 | {{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.}} |
Revision as of 03:35, 4 September 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.