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Logic auto (Source 2): Difference between revisions

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{{this is a|point entity|name=logic_auto|engine=Source 2}} It fires [[Inputs and Outputs#Outputs|output]]s immediately after a map loads, unlike most other [[Entity|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.
{{this is a|point entity|name=logic_auto|engine=Source 2}} It fires [[Inputs and Outputs#Outputs|output]]s immediately after a map loads, unlike most other [[Entity|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.
{{CD|CLogicAuto|file1=logicauto.cpp}}
{{CD|CLogicAuto|file1=logicauto.cpp}}

Revision as of 09:59, 19 June 2024

logic_auto is a point entity available in all Source 2 Source 2 games. 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.

C++ Class hierarchy
CLogicAuto
CBaseEntity
C++ logicauto.cpp
Warning.pngWarning: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.pngNote:In Counter-Strike 2 Counter-Strike 2 when a map loads and when the round is reset (including resets for warmup and resets in any other game mode), this entity fires the 3 outputs OnNewGame/OnBackgroundMap (exactly one of these, see below), OnMapSpawn and OnMultiNewMap in this order.

Keyvalues

Global State to Read (globalstate) <choices>
If set, this specifies a global state to check before firing. Outputs are only fired if this global state exists and if it is turned on.
Note.pngNote:Valve's FGDs always include the Half-Life 2 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

[ 1 ] : Remove on fire
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.
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.
OnMultiNewMap
Fired only in multiplayer, when a new map is loaded.
OnMultiNewRound
Fired only in multiplayer, when a new round is started. Only fired in multiplayer games that use round-based gameplay.
OnDemoMapSpawn
Fired when the map is loaded in Demo Mode.
OnVREnabled
Fired when the map is loaded with a VR HMD active.
OnVRNotEnabled
Fired when the map is loaded without a VR HMD active.