Difference between revisions of "Env global"

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(Added the "Entity also in GoldSrc" Template.)
(Filled in some info on env_global and global states)
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{{base point|env_global}} It controls game-specific global states, such as whether the [[weapon_physcannon|gravity gun]] should become the super gravity gun in HL2.
 
{{base point|env_global}} It controls game-specific global states, such as whether the [[weapon_physcannon|gravity gun]] should become the super gravity gun in HL2.
  
For this entity to take effect from the map's start, the '''Set Initial State''' [[flag]] must be checked.
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Global states persist across level transitions, regardless of their status. Use the <code>dump_globals</code> console command to list all stored global states. {{note|Global states are not stored until an <code>env_global</code> receives any commands that modify the state, such as turning it on or off or changing the counter. Use the <code>Set Initial State</code> [[flag]] for the global to be added on spawn.}}
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To remove a global from the table entirely, set its state to "Dead" using the <code>Remove</code> input. It will remove itself on the next level transition. {{confirm}}
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Globals and their current state (in integer form) are added to all entites' response data for use in the [[Response System]].
  
 
==Keyvalues==
 
==Keyvalues==
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:* Episodic: Alyx darkness mode
 
:* Episodic: Alyx darkness mode
 
:* Ep2 Counter: Hunters to run over before they dodge
 
:* Ep2 Counter: Hunters to run over before they dodge
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{{tip|Global states are not exclusive to these choices, and may be any text.}}
 
}}
 
}}
 
{{ScrollBox|title=EnvGlobal|
 
{{ScrollBox|title=EnvGlobal|
{{KV|Initial State|choices|Whether the entity should be active when the map starts.
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{{KV|Initial State|choices|Used by <code>Set Initial State</code> to determine what the global state should be set to when the map starts.
 
:* Off
 
:* Off
 
:* On
 
:* On
:* Dead ({{todo|What does that mean?}})
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:* Dead
 
}}
 
}}
 
{{KV|Counter|int|An integer counter value associated with this global.|since=EP2}}
 
{{KV|Counter|int|An integer counter value associated with this global.|since=EP2}}

Revision as of 16:36, 2 August 2018

Env global.png
env_global is a point entity available in all Source games. It controls game-specific global states, such as whether the gravity gun should become the super gravity gun in HL2. Global states persist across level transitions, regardless of their status. Use the dump_globals console command to list all stored global states.
Note:Global states are not stored until an env_global receives any commands that modify the state, such as turning it on or off or changing the counter. Use the Set Initial State flag for the global to be added on spawn.

To remove a global from the table entirely, set its state to "Dead" using the Remove input. It will remove itself on the next level transition. [confirm]

Globals and their current state (in integer form) are added to all entites' response data for use in the Response System.

Keyvalues

Global State to Set <choices>
Game-specific global state that this entity sets. In practice all of Valve's FGDs include the HL2 states regardless of whether the game understands them.
  • Gordon pre-criminal
  • Antlions are player allies
  • Suit sprint function not yet enabled
  • Super phys gun is enabled
    Note:Doesn't work in HL2:DM.
  • Friendly encounter sequence (lower weapons, etc.)
  • Gordon is invulnerable
  • Don't spawn seagulls on the jeep
  • Episode 2: Alyx injured
  • Episodic: Alyx darkness mode
  • Ep2 Counter: Hunters to run over before they dodge
Tip:Global states are not exclusive to these choices, and may be any text.

EnvGlobal:

Initial State <choices>
Used by Set Initial State to determine what the global state should be set to when the map starts.
  • Off
  • On
  • Dead
Counter <integer> (New with Half-Life 2: Episode Two / Source 2007)
An integer counter value associated with this global.
Bug: There is an aliasing problem for this keyvalue. To make it work, simply change its name in the source code DEFINE_OUTPUT declaration.

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since <Left 4 Dead 2>)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since <Left 4 Dead 2>)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

Flags

  • Set Initial State: Whether this entity defines the global state when the map starts.

Inputs

EnvGlobal:

TurnOn / TurnOff
Sets the global's state.
Toggle
Toggles state of global between ON and OFF.
Remove
Set state of global to DEAD.
AddToCounter <integer> (New with Half-Life 2: Episode Two / Source 2007)
Adds the specified amount to the counter.
SetCounter <integer> (New with Half-Life 2: Episode Two / Source 2007)
Sets the value of the counter.
GetCounter  (New with Half-Life 2: Episode Two / Source 2007)
Fires this entity's Counter output.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note:Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since <Left 4 Dead 2>)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since <Left 4 Dead 2>)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since <Alien Swarm>) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since <Alien Swarm>) !FGD
Set this entity's angles.

Outputs

EnvGlobal:

counter <integer> (New with Half-Life 2: Episode Two / Source 2007)
Outputs the integer value of this entity. May depend on global state.

Targetname:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in <Left 4 Dead><Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.