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]] | [[Category:Output Templates|Breakable]] | ||
Latest revision as of 01:34, 22 April 2025
This template isn't in line with anything specific in code. Default shows only outputs for brushes.
prop=1
shows outputs for props as well. There's nothing brushes have that props don't have.nohl2=1
hides 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_PRE
activity. Caused by the object being picked up by the gravity gun.
- OnPhysCannonAnimatePullStarted
- !activator = none
!caller = this entity
Fired when prop has started itsACT_PHYSCANNON_ANIMATE
activity.ACT_PHYSCANNON_ANIMATE_PRE
plays once, thenACT_PHYSCANNON_ANIMATE
starts looping.
- OnPhysCannonDetach
- !activator = none
!caller = this entity
Fired when prop has started itsACT_PHYSCANNON_DETACH
activity (caused by the gravity gun ripping it from a wall).
- OnPhysCannonAnimatePostStarted
- !activator = none
!caller = this entity
Fired when prop has started itsACT_PHYSCANNON_ANIMATE_POST
activity (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.