Template:O Breakable: Difference between revisions
		
		
		
		
		
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{{lang|Template:O Breakable}}  | |||
*<code>prop=1</code> shows outputs for props as well.   | This template isn't in line with anything specific in code. Default shows only outputs for brushes.  | ||
*<code>nohl2=1</code>   | *<code>prop=1</code> shows outputs for props as well. There's nothing brushes have that props ''don't'' have.  | ||
{{  | *<code>nohl2=1</code> hides the hl2-specific outputs.  | ||
{{#ifeq:{{{nohl2}}}|  | The following is the result with no parameters. See also: {{tl2|O BreakableProp}}, {{tl2|O BreakableBrush}}.  | ||
{{  | |||
{{  | |||
{{  | {{ {{PAGENAME}}|prop=1 }}  | ||
{{  | |||
<includeonly>  | |||
<onlyinclude>{{minititle|Breakable{{#ifeq:{{{prop|0}}}|0|Brush|Prop}}}}<!--  | |||
-->{{O|OnBreak|activator = entity that breaks the object|Fired when this object breaks.}}  | |||
{{O|OnHealthChanged|activator = entity that caused the health change|param=float|Fired whenever the health of the breakable has increased or decreased. {{outadd|the new health amount as a decimal percent (e.g. 45% {{=}} 0.45)}}}}<!--  | |||
-->{{#ifeq:{{{prop|0}}}|0||  | |||
{{O|OnTakeDamage|activator = entity that caused the damage|Fired when damage is taken.}}<!--  | |||
-->{{#ifeq:{{{nohl2|0}}}|0|  | |||
{{O|OnPhysCannonAnimatePreStarted|activator = none|Fired when prop starts its <code>ACT_PHYSCANNON_ANIMATE_PRE</code> [[activity]]. Caused by the object being picked up by the gravity gun.}}  | |||
{{O|OnPhysCannonAnimatePullStarted|activator = none|Fired when prop has started its <code>ACT_PHYSCANNON_ANIMATE</code> activity. <code>ACT_PHYSCANNON_ANIMATE_PRE</code> plays once, then <code>ACT_PHYSCANNON_ANIMATE</code> starts looping.}}  | |||
{{O|OnPhysCannonDetach|activator = none|Fired when prop has started its <code>ACT_PHYSCANNON_DETACH</code> activity (caused by the gravity gun ripping it from a wall).}}  | |||
{{O|OnPhysCannonAnimatePostStarted|activator = none|Fired when prop has started its <code>ACT_PHYSCANNON_ANIMATE_POST</code> activity (caused by the player letting the prop go from the gravity gun).}}  | |||
{{O|OnPhysCannonPullAnimFinished|activator = none|Fired when prop has finished all gravity gun-related animations.}}  | |||
|}}  | |||
}}</onlyinclude>  | |||
</includeonly>  | |||
[[Category:Output Templates|Breakable]]  | |||
Latest revision as of 00:34, 22 April 2025
This template isn't in line with anything specific in code. Default shows only outputs for brushes.
prop=1shows outputs for props as well. There's nothing brushes have that props don't have.nohl2=1hides the hl2-specific outputs.
The following is the result with no parameters. See also: {{O BreakableProp}}, {{O BreakableBrush}}.
BreakableProp:
- OnBreak
 - !activator = entity that breaks the object
!caller = this entity
Fired when this object breaks. 
- OnHealthChanged <float>
 - !activator = entity that caused the health change
!caller = this entity
Fired whenever the health of the breakable has increased or decreased. This output automatically puts the new health amount as a decimal percent (e.g. 45% = 0.45) into the parameter box for inputs, if the mapper does not override the parameter with something else. - OnTakeDamage
 - !activator = entity that caused the damage
!caller = this entity
Fired when damage is taken. - OnPhysCannonAnimatePreStarted
 - !activator = none
!caller = this entity
Fired when prop starts itsACT_PHYSCANNON_ANIMATE_PREactivity. Caused by the object being picked up by the gravity gun. 
- OnPhysCannonAnimatePullStarted
 - !activator = none
!caller = this entity
Fired when prop has started itsACT_PHYSCANNON_ANIMATEactivity.ACT_PHYSCANNON_ANIMATE_PREplays once, thenACT_PHYSCANNON_ANIMATEstarts looping. 
- OnPhysCannonDetach
 - !activator = none
!caller = this entity
Fired when prop has started itsACT_PHYSCANNON_DETACHactivity (caused by the gravity gun ripping it from a wall). 
- OnPhysCannonAnimatePostStarted
 - !activator = none
!caller = this entity
Fired when prop has started itsACT_PHYSCANNON_ANIMATE_POSTactivity (caused by the player letting the prop go from the gravity gun). 
- OnPhysCannonPullAnimFinished
 - !activator = none
!caller = this entity
Fired when prop has finished all gravity gun-related animations.