logic_auto
- Counter-Strike 2
- Half-Life: Alyx
- Dota 2
- Steam VR
Point Entity
Fires outputs when a map spawns. If 'Remove on fire' flag is set the logic_auto is deleted after firing. It can be set to check a global state before firing. This allows you to only fire events based on what took place in a previous map.
Keyvalues
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Spawnflags (
spawnflags
) <Flags
>- Remove on fire
-
Global State to Read (
globalstate
) <Choices
>
If set, this specifies a global state to check before firing. The OnMapSpawn output will only fire if the global state is set.- --- None ---
- Gordon pre-criminal
- Antlions are player allies
- Suit sprint function not yet enabled
- Super phys gun is enabled
- Friendly encounter sequence (lower weapons, etc.)
- Gordon is invulnerable
- Don't spawn seagulls on the jeep
- Game is running on a console
- Game is running on a PC
Inputs
-
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
KillConstrained <
Void
>
Removes this entity, all its children, and anything constrained to it, from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. Parameter is the inflictor. -
OnMapSpawn <
Void
>
Fired when the map is loaded for any reason. -
OnNewGame <
Void
>
Fired when the map is loaded to start a new game. -
OnLoadGame <
Void
>
Fired when the map is loaded from a saved game. -
OnMapTransition <
Void
>
Fired when the map is loaded due to a level transition. -
OnBackgroundMap <
Void
>
Fired when the map is loaded as a background to the main menu. -
OnMultiNewMap <
Void
>
Fired only in multiplayer, when a new map is loaded. -
OnMultiNewRound <
Void
>
Fired only in multiplayer, when a new round is started. Only fired in multiplayer games that use round-based gameplay. -
OnDemoMapSpawn <
Void
>
Fired when the map is loaded in Demo Mode. -
OnVREnabled <
Void
>
Fired when the map is loaded with a VR HMD active. -
OnVRNotEnabled <
Void
>
Fired when the map is loaded without a VR HMD active.
Point Entity
Fires outputs when a map spawns. If 'Remove on fire' flag is set the logic_auto is deleted after firing. It can be set to check a global state before firing. This allows you to only fire events based on what took place in a previous map.
Keyvalues
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Spawnflags (
spawnflags
) <Flags
>- Remove on fire
-
Global State to Read (
globalstate
) <Choices
>
If set, this specifies a global state to check before firing. The OnMapSpawn output will only fire if the global state is set.- --- None ---
- Gordon pre-criminal
- Antlions are player allies
- Suit sprint function not yet enabled
- Super phys gun is enabled
- Friendly encounter sequence (lower weapons, etc.)
- Gordon is invulnerable
- Don't spawn seagulls on the jeep
- Game is running on a console
- Game is running on a PC
Inputs
-
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. -
OnMapSpawn <
Void
>
Fired when the map is loaded for any reason. -
OnNewGame <
Void
>
Fired when the map is loaded to start a new game. -
OnLoadGame <
Void
>
Fired when the map is loaded from a saved game. -
OnMapTransition <
Void
>
Fired when the map is loaded due to a level transition. -
OnBackgroundMap <
Void
>
Fired when the map is loaded as a background to the main menu. -
OnMultiNewMap <
Void
>
Fired only in multiplayer, when a new map is loaded. -
OnMultiNewRound <
Void
>
Fired only in multiplayer, when a new round is started. Only fired in multiplayer games that use round-based gameplay. -
OnDemoMapSpawn <
Void
>
Fired when the map is loaded in Demo Mode. -
OnVREnabled <
Void
>
Fired when the map is loaded with a VR HMD active. -
OnVRNotEnabled <
Void
>
Fired when the map is loaded without a VR HMD active.
Point Entity
Fires outputs when a map spawns. If 'Remove on fire' flag is set the logic_auto is deleted after firing. It can be set to check a global state before firing. This allows you to only fire events based on what took place in a previous map.
Keyvalues
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Spawnflags (
spawnflags
) <Flags
>- Remove on fire
-
Global State to Read (
globalstate
) <Choices
>
If set, this specifies a global state to check before firing. The OnMapSpawn output will only fire if the global state is set.- --- None ---
- Gordon pre-criminal
- Antlions are player allies
- Suit sprint function not yet enabled
- Super phys gun is enabled
- Friendly encounter sequence (lower weapons, etc.)
- Gordon is invulnerable
- Don't spawn seagulls on the jeep
- Game is running on a console
- Game is running on a PC
Inputs
-
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
KillConstrained <
Void
>
Removes this entity, all its children, and anything constrained to it, from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. Parameter is the inflictor. -
OnMapSpawn <
Void
>
Fired when the map is loaded for any reason. -
OnNewGame <
Void
>
Fired when the map is loaded to start a new game. -
OnLoadGame <
Void
>
Fired when the map is loaded from a saved game. -
OnMapTransition <
Void
>
Fired when the map is loaded due to a level transition. -
OnBackgroundMap <
Void
>
Fired when the map is loaded as a background to the main menu. -
OnMultiNewMap <
Void
>
Fired only in multiplayer, when a new map is loaded. -
OnMultiNewRound <
Void
>
Fired only in multiplayer, when a new round is started. Only fired in multiplayer games that use round-based gameplay. -
OnDemoMapSpawn <
Void
>
Fired when the map is loaded in Demo Mode. -
OnVREnabled <
Void
>
Fired when the map is loaded with a VR HMD active. -
OnVRNotEnabled <
Void
>
Fired when the map is loaded without a VR HMD active.
Point Entity
Fires outputs when a map spawns. If 'Remove on fire' flag is set the logic_auto is deleted after firing. It can be set to check a global state before firing. This allows you to only fire events based on what took place in a previous map.
Keyvalues
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Spawnflags (
spawnflags
) <Flags
>- Remove on fire
-
Global State to Read (
globalstate
) <Choices
>
If set, this specifies a global state to check before firing. The OnMapSpawn output will only fire if the global state is set.- --- None ---
- Gordon pre-criminal
- Antlions are player allies
- Suit sprint function not yet enabled
- Super phys gun is enabled
- Friendly encounter sequence (lower weapons, etc.)
- Gordon is invulnerable
- Don't spawn seagulls on the jeep
- Game is running on a console
- Game is running on a PC
Inputs
-
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. -
OnMapSpawn <
Void
>
Fired when the map is loaded for any reason. -
OnNewGame <
Void
>
Fired when the map is loaded to start a new game. -
OnLoadGame <
Void
>
Fired when the map is loaded from a saved game. -
OnMapTransition <
Void
>
Fired when the map is loaded due to a level transition. -
OnBackgroundMap <
Void
>
Fired when the map is loaded as a background to the main menu. -
OnMultiNewMap <
Void
>
Fired only in multiplayer, when a new map is loaded. -
OnMultiNewRound <
Void
>
Fired only in multiplayer, when a new round is started. Only fired in multiplayer games that use round-based gameplay. -
OnDemoMapSpawn <
Void
>
Fired when the map is loaded in Demo Mode. -
OnVREnabled <
Void
>
Fired when the map is loaded with a VR HMD active. -
OnVRNotEnabled <
Void
>
Fired when the map is loaded without a VR HMD active.