logic_relay
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Code classes:
CLogicRelay
CLogicalEntity
CServerOnlyEntity
CBaseEntity
(all ents)
logic_relay
is a point entity present in all Source games. It fires outputs when told to, acting as a sort of middleman for IO. It's often used to organize map logic. It can be told to enable and disable itself, and cancel delayed inputs. The entity will prevent itself from firing while any delayed inputs are waiting to go through, meaning it has an optional cooldown on how often it can fire.
Flags[edit | edit source]
- 1: Only trigger once - Makes the entity remove itself after firing either output.
- 2: Allow fast retrigger - If the entity has any delayed inputs, this flag will allow it to refire even if those inputs have not fully sent.
Keyvalues[edit | edit source]
- Start Disabled
(StartDisabled)
<boolean>
- Stay inactive until Enabled.
Inputs[edit | edit source]
- Trigger
- Makes OnTrigger fire.
- CancelPending
- Cancels any delayed inputs from this entity which haven't gone through.
- EnableRefire (Not in FGD)
- Tells the entity it can refire even if it has delayed inputs waiting to fire. Delayed inputs will not be cancelled. The entity automatically sends this to itself once all its delayed inputs have gone through.
- Enable
- Makes the entity active.
- Disable
- Makes the entity inactive.
- Toggle
- If on, turn off. If off, turn on.
Outputs[edit | edit source]
- OnTrigger
- Fires when Trigger is sent.
- OnSpawn
- Fires when the entity spawns (map start or via
point_template
).