Nuclide
Software Development Kit for id Technology
logic_relay Class Reference

About this class

Server-Entity: Relay Trigger.

QUAKED logic_relay (1 0 0) (-8 -8 -8) (8 8 8) ONCE FAST

OVERVIEW

Triggers outputs within an I/O system chain, which can be enabled/disabled at will.

KEYS

  • "targetname" : Name
  • "StartDisabled" : Whether the entity starts disabled.

INPUTS

  • "Enable" : Enable the logic_relay. Allowing it to be triggered.
  • "Disable" : Disable the logic_relay. Prevent it from being triggered.
  • "Trigger" : Trigger the logic_relay. Will fire the OnTrigger output.
  • "Toggle" : Toggle between Enabled/Disabled.
  • "CancelPending" : Not yet implemented. Will cancel any outputs currently scheduled to trigger.
  • "EnableRefire" : Not yet implemented. Will be called on itself automatically after all outputs finish their job.

OUTPUTS

  • "OnSpawn" : Triggered when the map is loaded for any reason.
  • "OnTrigger" : Triggered only when a new game starts on this level.

SPAWNFLAGS

  • ONCE (1) : Remove itself from the level permanently when activated.
  • FAST (2) : Allow retriggering even when not all outputs are done firing.

NOTES

When a logic_relay is removed via spawnflag ONCE it won't survive match respawns.

TRIVIA

This entity was introduced in Half-Life 2 (2004).

Inheritance diagram for logic_relay:
NSPointTrigger

Public Member Functions

void logic_relay (void)
 
virtual void Respawn (void)
 Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state. More...
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
virtual void Input (entity, string, string)
 Called when we are being prompted by another object/function with an input message. More...
 

Constructor & Destructor Documentation

◆ logic_relay()

void logic_relay::logic_relay ( void  )

Member Function Documentation

◆ Input()

void logic_relay::Input ( entity  eAct,
string  strInput,
string  strData 
)
virtual

Called when we are being prompted by another object/function with an input message.

Reimplemented from NSEntity.

◆ Respawn()

void logic_relay::Respawn ( void  )
virtual

Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.

Reimplemented from NSPointTrigger.

◆ SpawnKey()

void logic_relay::SpawnKey ( string  strKey,
string  strValue 
)
virtual

This method handles entity key/value pairs on map load.

You can easily convert the strValue parameter using the ReadFloat etc. methods that are part of NSIO.

Reimplemented from NSPointTrigger.


The documentation for this class was generated from the following file: