Logic auto

From Valve Developer Community
Revision as of 22:53, 8 June 2011 by Barracuda (talk | contribs) (Cleanup)
Jump to navigation Jump to search

Template:Base point

Entity description

Logic auto.png

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. If the "Remove on fire" flag is set, the logic_auto is deleted after firing.

Todo: This may cause problems with delayed outputs.
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.

Keyvalues

Global State to Read ([todo internal name (i)]) <choices>
If set, this specifies a global state to check before firing. The OnMapSpawn output will only fire if the global state is set.
Value Description
--- None ---
gordon_precriminal Gordon pre-criminal
antlion_allied Antlions are player allies
suit_no_sprint Suit sprint function not yet enabled
super_phys_gun Super phys gun is enabled
friendly_encounter Friendly encounter sequence (lower weapons, etc.)
gordon_invulnerable Gordon is invulnerable
no_seagulls_on_jeep Don't spawn seagulls on the jeep
is_console Game is running on a console
is_pc Game is running on a PC

Flags

  • 1 : Remove on fire

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.