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logic_auto

logic_auto icon

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.