Difference between revisions of "Logic auto"

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Can be set to automatically output at certain points.<br> Example: at map spawn
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{{otherlang2
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|ru=logic_auto:ru
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}}
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{{base point|logic_auto}}
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==Entity description==
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[[File:logic_auto.png|left|link=]]It fires [[output]]s immediately after a map loads, unlike most other entities that wait for input first. It can be set to check a [[env_global|global state]] before firing, which allows you to fire events based on what took place in a previous map.
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If the "Remove on fire" flag is set, the <code>logic_auto</code> is deleted after firing. Delayed outputs will still work, however.
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{{warning|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.}}
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== Keyvalues ==
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{{KV|Global State to Read|choices|If set, this specifies a global state to check before firing. The <code>OnMapSpawn</code> output will only fire if the global state is set.}}
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:{| class=standard-table
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! Value || Description
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|-
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| <code></code> || --- None ---
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|-
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| <code>gordon_precriminal</code> || Gordon pre-criminal
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|-
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| <code>antlion_allied</code> || Antlions are player allies
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|-
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| <code>suit_no_sprint</code> || Suit sprint function not yet enabled
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|-
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| <code>super_phys_gun</code> || Super phys gun is enabled
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|-
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| <code>friendly_encounter</code> || Friendly encounter sequence (lower weapons, etc.)
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|-
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| <code>gordon_invulnerable</code> || Gordon is invulnerable
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|-
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| <code>no_seagulls_on_jeep</code> || Don't spawn seagulls on the jeep
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|-
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| <code>is_console</code> || Game is running on a console
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|-
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| <code>is_pc</code> || Game is running on a PC
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|}
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== Flags ==
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* 1 : Remove on fire
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== Outputs ==
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{{IO|OnMapSpawn|Fired when the map is loaded for any reason ''including saves''.}}
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{{IO|OnNewGame|Fired when the map is loaded to start a new game.}}
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{{IO|OnLoadGame|Fired when the map is loaded from a saved game.}}
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{{IO|OnMapTransition|Fired when the map is loaded due to a level transition.}}
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{{IO|OnBackgroundMap|Fired when the map is loaded as a background to the main menu.}}
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{{IO|OnMultiNewMap|Fired only in multiplayer, when a new map is loaded.{{bug|Also fires when a new round starts, making it behave identically to OnMultiNewRound.}}}}
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{{IO|OnMultiNewRound|Fired only in multiplayer, when a new round is started. Only fired in multiplayer games that use round-based gameplay. {{confirm|Doesn't seem to work in {{css}}?}}}}
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[[Category:IO System]]

Latest revision as of 22:25, 17 May 2019

Русский


logic_auto is a point entity available in all Source games.

Entity description

Logic auto.png
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. Delayed outputs will still work, however.

Warning: 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.
Value Description
--- None ---
gordon_precriminal Gordon pre-criminal
antlion_allied Antlions are player allies
suit_no_sprint Suit sprint function not yet enabled
super_phys_gun Super phys gun is enabled
friendly_encounter Friendly encounter sequence (lower weapons, etc.)
gordon_invulnerable Gordon is invulnerable
no_seagulls_on_jeep Don't spawn seagulls on the jeep
is_console Game is running on a console
is_pc Game is running on a PC

Flags

  • 1 : Remove on fire

Outputs

OnMapSpawn
Fired when the map is loaded for any reason including 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.
OnMultiNewMap
Fired only in multiplayer, when a new map is loaded.
Bug: Also fires when a new round starts, making it behave identically to OnMultiNewRound.
OnMultiNewRound
Fired only in multiplayer, when a new round is started. Only fired in multiplayer games that use round-based gameplay.
Confirm:Doesn't seem to work in <Counter-Strike: Source>?