logic_auto
		
		
		
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logic_auto  is a   point entity  available in all  Source games.
 Source games. 
|  Class hierarchy | 
|---|
| CLogicAuto | 
|  logicauto.cpp | 
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.
 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: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
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 OnSpawn output. Note:In
Note:In  Counter-Strike: Source and
 Counter-Strike: Source and  Counter-Strike: Global Offensive when a map loads and when the round is reset (
 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
 CS:GO including resets for warmup and resets in any other game mode), this entity fires the 3 outputs OnNewGame/OnBackgroundMap (exactly one of these, see below), OnMapSpawn and OnMultiNewMap in this order. Note:In
Note:In  CS:GO the output
 CS:GO the output 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 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. 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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