Player loadsaved (GoldSrc)

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Template:Hl1 series point As well in Half-Life 2,Half-Life 2: Episode One,Half-Life 2: Episode Two and after (2004-current). This entity will reload the latest saved game when triggered. Useful for gameover screens if an important NPC dies, or a crucial object is lost. Can be used together with env_message to display an appropriate text message.

Inputs

Reload ([todo internal name (i)])
Forces Reload of level to the latest save.
Note.pngNote:It will only reload saves from the game world. Does not reload saves from quick save (F6/F7)
Kill ([todo internal name (i)])
Removes this entity from the world.
KillHierarchy ([todo internal name (i)])
Removes this entity and its children from the world.
Note.pngNote:Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput ([todo internal name (i)]) <string>
AddOutput Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.

KV Format: <key> <value>

I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>

Kill ([todo internal name (i)])
Removes this entity from the world.
RunScriptFile ([todo internal name (i)]) <script>
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode ([todo internal name (i)]) <string> (in all games since Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Icon-Bug.pngBug:In Left 4 Dead 2, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.  [todo tested in ?]
Warning.pngWarning:Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
FireUser1 to FireUser4 ([todo internal name (i)])
Fire the OnUser outputs; see User Inputs and Outputs.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Fade Duration(seconds) ([todo internal name (i)]) <integer>
The amount in seconds it will take to fade out.
Hold Fade (seconds) ([todo internal name (i)]) <integer>
The amount in seconds it will take to hold fade.
Fade Alpha (renderamt) ([todo internal name (i)]) <integer>
Alpha of the fade, where 0 = fully transparent and 255 = fully opaque.
Fade Color (R G B) (rendercolor) ([todo internal name (i)]) <color255>
Fade color.
Reload Delay (seconds) ([todo internal name (i)]) <integer>
On Trigger, the amount of time in seconds it will take to reload a save. When set, it will take over Game/Player and reload when prompted.

Outputs