Talk:Logic auto

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Revision as of 23:27, 7 September 2017 by Kwinten06 (talk | contribs) (OnMapSpawn)

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OnMapSpawn seems to fire just fine without any global state being set in HL2 Episode One maps. Has there been a change? or am I missing something? sagesource, December 4 2007.

Off Topic: You can use the "--~~~~" to auto-sign (username and date stamp) your comments. --Tourorist 05:13, 4 Dec 2007 (PST) (< it looks like this)


wont do anything, i cant do anything at all, i cant type or anything, im trying to make a payload map (following instructions) and it just wont let me type anything, and this page doesnt help with outposts all it says is what it does, not how to use it.--Pyromancer 23:48, 26 Jul 2008 (PDT)

Try clicking on the output tab on the entity box then click add and THEN type it in. MLSTRM 09:36, 25 March 2010 (UTC)

Global States

Can you use custom global states on this aswell? thanks, MLSTRM 09:36, 25 March 2010 (UTC)


Using this input, think to check "only once"; because loading the game (f7) fires the OnMapSpawn input too.. Kwinten06 2017

Why don't all entities that accept input/output have the OnMapSpawn output? It would make more sense (to me, at least) if props and such would be able to do their own thing when the game starts instead of relying on a (sometimes massive) logic_auto entity. --Mattshu 00:35, 27 January 2011 (UTC)

No way to ensure order of operation. --Omnicoder 02:41, 27 January 2011 (UTC)
If I were responsible I'd base the order of operation by the order of creation, whether it'd be in the compiler or Hammer --Mattshu 21:47, 27 January 2011 (UTC)


Can anyone verify for me whether this works on L4D2 map transitions? Cannot seem to get it to fire --RTF 11:15, 28 May 2011 (UTC)