Logic auto: 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.
Warning:This entity counts as an edict, not a logical entity as one would expect, and therefore it can contribute to the networked entity limit. If this is an issue, use logic_relay and its
Note:In
Counter-Strike: Source and
Counter-Strike: Global Offensive when a map loads and when the round is reset (
CS:GO including resets for warmup and resets in any other game mode), this entity fires the 3 outputs
Note:In
CS:GO the output
Note:All activators of these outputs are NULL and caller is this entity. (see special targetnames)
Line 18: | Line 18: | ||
==Outputs== | ==Outputs== | ||
{{O|OnMapSpawn|Fired shortly after the entity spawns (''including loading saves'').}} | {{O|OnMapSpawn|Fired shortly after the entity spawns (''including loading saves'').}} | ||
{{O|OnNewGame|Fired when the map is loaded to start a new game.}} | {{O|OnNewGame|Fired when the map is loaded to start a new game.}} | ||
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{{O|OnViolenceHigh|Fired when the map is loaded for any reason if the game is not in low-violence mode.}} | {{O|OnViolenceHigh|Fired when the map is loaded for any reason if the game is not in low-violence mode.}} | ||
}} | }} | ||
{{note|All activators of these outputs are NULL and caller is this entity. (see [[Targetname#Special targetnames|special targetnames]])}} | |||
== See Also == | == See Also == |
Revision as of 01:49, 26 April 2025

logic_auto
is a point entity available in all Source games.
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CLogicAuto |
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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.


OnSpawn
output.



OnNewGame
/OnBackgroundMap
(exactly one of these, see below), OnMapSpawn
and OnMultiNewMap
in this order.

OnMultiNewRound
is actually fired in response to the game events round_start
and teamplay_round_start
and does not depend on the Global State to Read
. When a round is reset, it is fired before the previous 3, but not when a map is loaded.Keyvalues
- Global State to Read (globalstate) <string 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
- Remove on fire : [1]
- Whether the logic_auto is deleted after firing. Delayed outputs will still work, however.
Outputs
- OnMapSpawn
- Fired shortly after the entity spawns (including loading saves).
- 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 using map_background.
- OnMultiNewMap
- Fired shortly after the entity spawns but only in multiplayer and if the round wasn't restarted
- OnMultiNewRound
- Fired shortly after the entity spawns but only in multiplayer and if round was restarted
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