From Valve Developer Community
(Redirected from Logic Auto)
Jump to: navigation, search
English Русский
Logic auto.png

logic_auto is a point entity available in all Source games. 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.

Warning.png 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.
Warning.png Warning: This entity counts as an edict, not a logical entity as one would expect, and therefore it can contribute to the entity limit. If this is an issue, use logic_relay and its OnSpawn output.
Note.png Note:  Counter-Strike: SourceCounter-Strike: Global Offensive When a map loads and when the round is reset (Counter-Strike: Global Offensive including resets for warmup and resets in any other game mode), this entity fires the 3 outputs OnNewGame/OnBackgroundMap (exactly one of these, see below), OnMapSpawn and OnMultiNewMap in this order.
Note.png Note:  Counter-Strike: Global Offensive The output OnMultiNewRound is actually fired in response to the game events round_start and teamplay_round_start and does not depend on the Global State to Read. When a round is reset, it is fired before the previous 3, but not when a map is loaded.


Global State to Read (globalstate) <choices>
If set, this specifies a global state to check before firing. Outputs are only fired if this global state exists and if it is turned on.
Note.png Note: Valve's FGDs always include the Half-Life 2 Half-Life 2 global states here, but any value can be entered. See env_global for a list of default global states in each game.


  •  [1] : Remove on fire
       Whether the logic_auto is deleted after firing. Delayed outputs will still work, however.


Fired when the map is loaded for any reason including saves.
Fired when the map is loaded to start a new game.
Fired when the map is loaded from a saved game.
Fired when the map is loaded due to a level transition.
Fired when the map is loaded as a background to the main menu using map_background.
Fired only in multiplayer, when a new map is loaded.
Bug.png Bug: Also fires when a new round starts, making it behave identically to OnMultiNewRound, except that it is also fired when the map is loaded.
Fired only in multiplayer, when a new round is started. Only fired in multiplayer games that use round-based gameplay.
OnViolenceLow  (only in SiN Episodes)
Fired when the map is loaded for any reason if the game is in low-violence mode.
OnViolenceHigh  (only in SiN Episodes)
Fired when the map is loaded for any reason if the game is not in low-violence mode.