logic_auto
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logic_auto
é um ponto de entidade disponível em todos os jogos Source.
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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) <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.
Notar: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
- [ 1 ] : Remove on fire
- 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
- OnViolenceLow (apenas em
)
- Fired when the map is loaded for any reason if the game is in low-violence mode.
- OnViolenceHigh (apenas em
)
- Fired when the map is loaded for any reason if the game is not in low-violence mode.