Logic auto (Source 2): 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:In
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
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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 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.
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CLogicAuto |
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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:Valve's FGDs always include the
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 respective
OnUser
outputs; 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.