Logic autosave: Difference between revisions

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==Additional Info==
==Additional Info==
* Arguably pointless for multiplayer.
* Arguably pointless for multiplayer.
[[Category:Entities]]

Revision as of 15:50, 6 July 2005

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Entity Description

Entity Name: logic_autosave

An entity that is used to force an autosave.

Entity Values

Keys

  • Name targetname <target_source>
    • The name that other entities refer to this entity by.
  • Force New Level Unit NewLevelUnit <choices>
    • If set, the save will discard any savedata from previous levels, for the purpose of keeping savegame filesizes down. Can only be safely used if there is no way for the player to return to previous levels.


Inputs

  • Kill
    • Removes this entity from the world.
  • KillHierarchy
    • Removes this entity and all its children from the world.
  • AddOutput <string> <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>
    • Adds an entity I/O connection to this entity. Very dangerous, use with care
  • FireUser1
    • Causes this entity's OnUser1 output to be fired.
  • FireUser2
    • Causes this entity's OnUser2 output to be fired.
  • FireUser3
    • Causes this entity's OnUser3 output to be fired.
  • FireUser4
    • Causes this entity's OnUser4 output to be fired.
  • Save
    • Force an autosave.


Outputs

  • OnUser1
    • Fired in response to FireUser1 input.
  • OnUser2
    • Fired in response to FireUser2 input.
  • OnUser3
    • Fired in response to FireUser3 input.
  • OnUser4
    • Fired in response to FireUser4 input.

Additional Info

  • Arguably pointless for multiplayer.