logic_auto
logic_auto | |
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Type | Point entity |
Engine | |
Availability | In all games |
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.
class hierarchy |
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CLogicAuto defined in logicauto.cpp
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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.
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:In Counter-Strike: Source and Counter-Strike: Global Offensive when a map loads and when the round is reset ( CS:GO 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:In CS:GO 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.Keyvalues
- 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:Valve's FGDs always include the 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.
Flags
- [
1
] : Remove on fire - Whether the
logic_auto
is deleted after firing. Delayed outputs will still work, however.
Outputs
OnMapSpawn
- Fired shortly after the entity spawns (including loading 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 using
map_background
.
OnMultiNewMap
- Fired shortly after the entity spawns but only in multiplayer and if the round wasn't restarted
OnMultiNewRound
- Fired shortly after the entity spawns but only in multiplayer and if round was restarted