Logic
Logic entities are points with no body and no visuals. They shape the flow of signals. For entities that run code or drive animations, see Scripts and calls.
logic_relay
Forwards whatever triggers it and can be switched off, the easiest way to make a chain that only works under some condition.
- Inputs:
trigger(activator),enable,disable,toggle - Outputs:
triggered(activator) - Keys:
start_disabled0
logic_branch
Remembers true or false and fires one of two outputs when tested, for checks like "only if the power is on".
- Inputs:
set_true,set_false,toggle,test,set_and_test(value) - Outputs:
on_true,on_false - Keys:
start_value0
logic_counter
Counts between min and max, for "press all three buttons" puzzles. The value is clamped and nothing fires unless it
changes. hit_max and hit_min fire when a change lands on a limit, reset fires only changed.
- Inputs:
add(amount)(1 by default),subtract(amount),set_value(value),reset - Outputs:
hit_max,hit_min,changed(value) - Keys:
min0,max3,start_value0
logic_timer
Fires timer every interval seconds from map load, unless start_on is 0. With random_max above random_min each
wait is random in that range. once stops it after the first firing.
- Inputs:
start,stop,toggle,fire(once, now) - Outputs:
timer - Keys:
interval1.0,random_min0,random_max0,start_on1,once0
logic_auto
Fires map_spawn once, after every entity of the map is ready. Start anything that runs from the beginning here.
- Outputs:
map_spawn
logic_sequence
A timeline for cutscenes. It fires up to eight numbered steps in order, waiting before each one, the first included.
- Inputs:
start,stop,reset - Outputs:
step_1tostep_8,step(index),finished - Keys:
steps3 (1 to 8),interval1.0,timesempty,start_active0,loop0
times is a space separated list of waits, one per step, and steps without an entry use interval. With loop on it
starts over and never fires finished. start is ignored while it runs, and stop then start begins again from
step 1. See the cutscene tutorial.