logic_sequence

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Logic sequence.png

logic_sequence is a point entity available in Mapbase Mapbase and Strata Source Strata Source. It is a variant of logic_case which treats the cases as a linear sequence ordered from 1-16, progressing from one case to the next by comparing input values against a current one. This is useful for situations where the player needs to input a combination of numbers or letters, like the password for a keypad.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Start Disabled (StartDisabled) <boolean>
If this entity is disabled, it will not accept any case tests. It will still accept other inputs, like SetCurrentCase.
Initial Case (InitialCase) <integer>
Which case to start on, meaning inputs will initially compare with this case. Uses the case's index. (e.g. 4 for Case 04)
Case 01 (Case##) to Case 16 <string>
The values to test against. The current case fires OnCasePass or OnCaseFail based on whether this value matches the InValue parameter.
Suppress auto increment (DontIncrementOnPass) <boolean>
Prevents automatically incrementing the sequence each time a case passes.)

Inputs

InValue <string>
Compares the Input value to the current case's value, firing the appropriate output or progresses the sequence if needed.
SetCurrentCase <integer>
Sets the sequence's current case. This will fire OutCurCase.
SetCurrentCaseNoFire <integer>
Sets the sequence's current case without firing OutCurCase.
IncrementSequence <integer>
Increments the current case by the specified number. (1 if blank)
ResetSequence <void>
Resets the sequence to Case 01.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.
Toggle:
Toggle
Toggle the enabled/disabled status of this entity.

Outputs

OutCurCase <integer>
Fires each time the sequence's current case value changes, e.g. when it's incremented by a passing case.
OnCasePass <string>
Fires when a case is matched, passing the input value.
OnCaseFail <string>
Fires when a case fails, passing the input value.
OnSequenceComplete <string>
Fires when the last case is matched and the sequence is complete.