User:THE OWL/Sandbox/Templates/OIF/doc: Difference between revisions
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(Created page with "{{Doc/subpage}} Entity properties elements. == Usage == == Included templates == * /components") |
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Entity properties elements. | Entity properties elements. | ||
== | == Preview == | ||
{{:User:THE OWL/Sandbox/Templates/OIF | |||
| target = Outputs | |||
| item 1 = OnMapSpawn | |||
| item 1 desc = Fired shortly after the entity spawns (including loading saves). | |||
{{Bug|{{tf2}} Also fires when a new round starts}} | |||
| item 2 = OnNewGame | |||
| item 2 desc = Fired when the map is loaded to start a new game. | |||
| item 3 = OnLoadGame | |||
| item 3 desc = Fired when the map is loaded from a saved game. | |||
| item 4 = OnMapTransition | |||
| item 4 desc = Fired when the map is loaded due to a level transition. | |||
| item 5 = OnBackgroundMap | |||
| item 5 desc = Fired when the map is loaded as a background to the main menu using {{ent|map_background}}. | |||
| item 6 = OnMultiNewMap | |||
| item 6 desc = Fired shortly after the entity spawns but only in multiplayer and if the round wasn't restarted | |||
| item 7 = OnMultiNewRound | |||
| item 7 desc = Fired shortly after the entity spawns but only in multiplayer and if round was restarted | |||
{{Warning|{{tf}} Does not get fired when tournament mode is enabled (mp_tournament 1). Use OnMapSpawn instead}} | |||
| item 8 = OnViolenceLow | |||
| item 8 desc = <div> {{only|{{sineps}}}} </div> Fired when the map is loaded for any reason if the game is in low-violence mode. | |||
| item 9 = OnViolenceHigh | |||
| item 9 desc = <div> {{only|{{sineps}}}} </div> Fired when the map is loaded for any reason if the game is not in low-violence mode. | |||
}} | |||
== Included templates == | == Included templates == | ||
* [[/components]] | * [[/components]] |
Latest revision as of 14:54, 4 May 2024

This is a documentation subpage for User:THE OWL.
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Don't forget to purge the contents of the base page upon creating or editing this subpage.
Entity properties elements.
Preview
Outputs are events that fire when an entity's state changes. For example, a timer will have an output for reaching its end, a button an output for being pressed, and a door an output for coming to a close. Read more.