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logic_relay

logic_relay icon

Point Entity

A message forwarder. Fires an OnTrigger output when triggered, and can be disabled to prevent forwarding outputs.

Useful as an intermediary between one entity and another for turning on or off an I/O connection, or as a container for holding a set of outputs that can be triggered from multiple places.

Keyvalues

  • Start Disabled (StartDisabled) <Boolean>

  • 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.

  • Trigger Once (TriggerOnce) <Boolean>
    Deletes the logic relay after firing an OnTrigger() or a connected OnSpawn() output

  • Fast Retrigger (FastRetrigger) <Boolean>
    Without this, the logic_relay will wait until all inputs connected to OnTrigger() have fired before retriggering

  • Pass through caller (PassthroughCaller) <Boolean>
    If set, this logic_relay will be ignored by !caller in downstream IO connections. Instead, the previous caller in the IO chain will be found by !caller.

Inputs

  • Enable <Void>
    Enable this entity.

  • Disable <Void>
    Disable this entity.

  • 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.

  • Trigger <Cpp>\

  • Toggle <Cpp>\

  • CancelPending <Cpp>\

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.

  • OnSpawn <Cpp>\

  • OnTrigger <Cpp>\