logic_auto
From Valve Developer Community
logic_auto is a point entity available in all Source games.
Contents
Entity description

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.