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Globalname: Difference between revisions

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(Created page with "{{draft}} {{Stub}} {{This is a|keyvalue|name=globalname}} It's a name to designate two entities in different maps as being logically the same entity. When player transitions from map A to B the entity in map B with matching globalname will get most of its properties from entity that was in map A like origin, angles, color etc. (model for example is not transferred). If the entity was killed in map A it will not spawn in map B. {{warning|Setting this in round based g...")
 
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{{warning|Setting this in round based games will cause an entity to not respawn on round restart because entities are killed when round ends.}}
{{warning|Setting this in round based games will cause an entity to not respawn on round restart because entities are killed when round ends.}}
{{important|Don't use in {{l4ds|4}} as the transition works differently and globalname is not used in this manner.}}
{{important|Don't use in {{l4ds|4}} as the transition works differently and globalname is not used in this manner.}}
{{Example|{{todo}}}}
{{PlacementTip|This is important when wanting to transition brush entities as brush models are saved within a map file and is the reason model is one of the properties isn't transferred.}}
{{PlacementTip|This is important when wanting to transition brush entities as brush models are saved within a map file and is the reason model is one of the properties isn't transferred.}}


Other ways to ensure no duplicate (logically same) entities between transition is properly utilizing {{ent|logic_auto}} outputs like <kbd>OnNewGame</kbd>, <kbd>OnMapTransition</kbd>.
Other ways to ensure no duplicate (logically same) entities between transition is properly utilizing {{ent|logic_auto}} outputs like <kbd>OnNewGame</kbd>, <kbd>OnMapTransition</kbd>.
== Examples ==
{{todo}}


== See also ==
== See also ==
* [[targetname]]
* [[targetname]]
* [[classname]]
* [[classname]]

Revision as of 13:49, 29 March 2025

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Stub

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globalname is a keyvalue available in all Source Source games. It's a name to designate two entities in different maps as being logically the same entity. When player transitions from map A to B the entity in map B with matching globalname will get most of its properties from entity that was in map A like origin, angles, color etc. (model for example is not transferred). If the entity was killed in map A it will not spawn in map B.

Warning.pngWarning:Setting this in round based games will cause an entity to not respawn on round restart because entities are killed when round ends.
Icon-Important.pngImportant:Don't use in Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series as the transition works differently and globalname is not used in this manner.
PlacementTip.gifPlacement Tip:This is important when wanting to transition brush entities as brush models are saved within a map file and is the reason model is one of the properties isn't transferred.

Other ways to ensure no duplicate (logically same) entities between transition is properly utilizing logic_auto outputs like OnNewGame, OnMapTransition.

Examples

[Todo]

See also