Template:O EmpBuilding

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This template is our holder for all outputs that are assigned through EmpBuilding.


EmpBuilding:

OnBuilt <void>
Fired when this building is fully built.
OnNFBuilt <void>
Fired when this building is fully built by the Northern Faction.
OnImpBuilt <void>
Fired when this building is fully built by the Brenodi Empire.
OnKill <void>
Fired when this building is destroyed.
OnSpotted <void>
Fired when this building is spotted by an enemy using any method. The spotter is the activator.
OnSpottedBinoculars <void>
Fired when this building is spotted by an enemy using the binoculars. The spotter is the activator.
OnSabotageStart <void>
Fired when this building has become sabotaged. The saboteur is the activator.
OnSabotageEnd <void>
Fired when this building is repaired to the point where the sabotage ends.
OnRecycleStart <void>
Fired when a commander has started the recycling process on this building.
OnRecycleCancel <void>
Fired when a commander has canceled the recycling process on this building.
OnRecycleComplete <void>
Fired when this building has been recycled.

Model:

OnIgnite  !FGD
Fired when the entity catches fire, such as from an env_entity_igniter or the Ignite inputs.

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.