logic_auto

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Revision as of 09:51, 25 November 2009 by The Dog (talk | contribs) (→‎Flags)
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Logic auto.png

Template:Base point 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.

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 <choices>
If set, this specifies a global state to check before firing. The OnMapSpawn output will only fire if the global state is set.
  • Gordon pre-criminal
  • Antlions are player allies
  • Suit sprint function not yet enabled
  • Super phys gun is enabled
  • Friendly encounter sequence (lower weapons, etc.)
  • Gordon is invulnerable
  • Don't spawn seagulls on the jeep
  • Game is running on a console
  • Game is running on a PC

Flags

  • 1 : Remove on fire

Outputs

OnMapSpawn
Map has been loaded for any reason.
OnNewGame
Map has been loaded to start a new game.
OnLoadGame
Map has been loaded from a saved game.
OnMapTransition
Map has been loaded due to a level transition.
OnBackgroundMap
Map has been loaded as a background to the main menu.
Template:EP2 add
Fired in multiplayer when a new map is loaded (in addition to the outputs above).
Template:EP2 add
Fired in multiplayer when a new round is started.