logic_autosave

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Template:Entity

Entity description

Logic autosave.png

It is used to force an autosave. It is usually triggered before large firefights or dangerous areas where the player might die.

  • Arguably pointless for multiplayer.

Keyvalues

Force New Level Unit ([todo internal name (i)]) <boolean>
If set, the save will discard any savedata from previous levels, for the purpose of keeping savegame filesizes down. Can only be safely used if there is no way for the player to return to previous levels.
Minimum Hit Points ([todo internal name (i)]) <integer>
Don't save dangerous when player has less than this many hitpoints.
Minimum Hit Points to Commit ([todo internal name (i)]) <integer>
Minimum hitpoints required to commit to save. The save will be made if you have at least Minimum Hit Points, but when the autosave timer expires, the autosave is only kept if you have at least Min Hitpoints to Commit.
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

Inputs

Save
Force an autosave.
SaveDangerous <floatRedirectInput/float>
Force an autosave as autosavedangerous.sav. If the player is alive after the passed number of seconds it replaces the standard auto save.
SetMinHitpointsThreshold <integerRedirectInput/integer>
Set MinimumHitPoints to this.


Outputs