dump_globals

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dump_globals
is a command available in all Source games. It dumps all global states. Global states remain between map transitions and are used to store state of entities using globalname or by env_global. logic_auto can be set to fire only if certain global state is ON.
Each global state is saved as name, map_name, state (ON/OFF/DEAD), counter"
Example output
format: <name>: <map_name> (<state>) = <counter>
-- Globals -- skill.cfg: d1_canals_01 (On) = 0 05.breakable02_5: d1_canals_05 (Dead) = 5884868 is_console: d1_canals_01 (Off) = 1582466224 05.breakable02_6: d1_canals_05 (Dead) = 161718712 is_pc: d1_canals_01 (On) = 212523520 05.breakable02_2: d1_canals_06 (On) = 161718700 canals_02_teeter_totter: d1_canals_02 (On) = 5884868 05.breakable02_3: d1_canals_06 (On) = 161718736 05.breakable01_2: d1_canals_05 (Dead) = 5884868 global_airlock2_scan: d1_eli_01 (On) = 170325036 05.breakable01_1: d1_canals_05 (Dead) = 5884868 friendly_encounter: d1_eli_01 (Off) = 17223328 05.breakable02_4: d1_canals_05 (Dead) = 5884868 suit_no_sprint: d1_eli_02 (Off) = 17223328 05.breakable02_1: d1_canals_05 (Dead) = 5884868 start_door_2: d1_town_01a (On) = 17223352 d1_town_01_door1: d1_town_01a (On) = 17223352 start_door: d1_town_01a (On) = 17223352 d1_town_02_returndoor_unlock_trigger: d1_town_02 (Dead) = 205092020 d1_town_05_motor: d1_town_05 (On) = 205279832 citizen_warehouse_door_0: d2_coast_01 (On) = 205279544 citizen_warehouse_door_1: d1_town_05 (On) = 205279868 gunship_trigger_11: d2_coast_07 (On) = 204942992 windmill_global: d2_coast_07 (On) = 204942764 gunship_trigger_12: d2_coast_07 (On) = 204943004 bridge_field_02: d2_coast_07 (On) = 17223352 gunship_trigger_2: d2_coast_08 (On) = 204943016 gunship_trigger_10: d2_coast_07 (On) = 204942728 gunship_trigger_4: d2_coast_08 (On) = 204943040 gunship_trigger_1: d2_coast_08 (On) = 204942728 prison01-02_door_2: d2_prison_02 (On) = 232113708 gunship_trigger_3: d2_coast_08 (On) = 17223352 gunship_trigger_6: d2_coast_08 (On) = 204943052 gunship_trigger_5: d2_coast_08 (On) = 17223352 gunship_trigger_7: d2_coast_08 (On) = 204943088 gunship_trigger_9: d2_coast_08 (On) = 231124808 gunship_trigger_8: d2_coast_08 (On) = 17223352 bridge_field_01: d2_coast_08 (On) = 17223352 bridge_gate_open: d2_coast_08 (On) = 17227456 antlion_allied: d2_coast_11 (On) = 17227456 01-02_door_1: d2_prison_01 (On) = 17223352 |
Means of working with global states
globalname
Keyvalue availabe to each entity. When an entity is being spawned and it has a non-empty string globalname it will create a global state
- name: <globalname>, map_name: <current_map_name>, state: ON
After the entity is killed the global state is set to DEAD and any entity with such globalname won't be spawned anymore.
env_global
An entity that can set global state via its keyvalues globalstate, initialstate. Also can set the counter via counter keyvalue but the output for it is broken making this feature useless
- name: <globalstate>, map_name: <current_map_name>, state: <initialstate>, counter: <counter>
logic_auto / trigger_auto / multisource
Can be set to fire its outputs only if a specified global state is ON.
Response System
Global states are appended to criteria set as <name>: <state (0,1,2)>
.
global_set
Console command global_set <name> <state>
. State is either 0 = OFF, 1 = ON, 2 = DEAD
CGlobalState vscript class (only in
Mapbase)
See Mapbase/Scripting/Script_Functions#CGlobalState