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Logic auto (Source 2): Difference between revisions

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==Flags==
==Flags==
{{def|num=1|Remove on fire}} Whether the <code>logic_auto</code> is deleted after firing. Delayed outputs will still work, however.
{{def|num=1|Remove on fire}} Whether the <code>logic_auto</code> is deleted after firing. Delayed outputs will still work, however.
==Inputs==
{{I BaseEntity (Source 2)}}


==Outputs==
==Outputs==
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{{IO|OnVREnabled|Fired when the map is loaded with a VR HMD active.}}
{{IO|OnVREnabled|Fired when the map is loaded with a VR HMD active.}}
{{IO|OnVRNotEnabled|Fired when the map is loaded without a VR HMD active.}}
{{IO|OnVRNotEnabled|Fired when the map is loaded without a VR HMD active.}}
{{O BaseEntity|s2=1}}

Revision as of 12:12, 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.

Inputs

Base:

RunScriptFile
Load and execute a script file.
RunScriptCode
Execute a fragment of script code.
CallScriptFunction
Call a script function.
CallPrivateScriptFunction
Calls a script function from this entity's private script scope.
CallGlobalScriptFunction
Calls a script function in the global script scope.
Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput
Adds an entity I/O connection to this entity. Parameter format: OutputName→TargetName→InputName→Parameter→Delay→MaxRefires
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.

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.