Template:O Breakable: Difference between revisions

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{{IO|OnPhysCannonAnimatePostStarted|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).}}
{{IO|OnPhysCannonAnimatePostStarted|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).}}
{{IO|OnPhysCannonPullAnimFinished|Fired when prop has finished all gravity gun-related animations.}}
{{IO|OnPhysCannonPullAnimFinished|Fired when prop has finished all gravity gun-related animations.}}
}}|}}{{minititle|Breakable}}
}}|}}
{{minititle|Breakable}}
{{IO|OnBreak|Fired when this object breaks. {{ent|!activator}} is whatever breaks the object.}}
{{IO|OnBreak|Fired when this object breaks. {{ent|!activator}} is whatever breaks the object.}}
{{IO|OnHealthChanged|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)}}}}
{{IO|OnHealthChanged|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)}}}}

Revision as of 06:57, 12 September 2018

Breakable:

OnBreak
Fired when this object breaks. !activator is whatever breaks the object.
OnHealthChanged <float>
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.