Template:O Breakable: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(hide hl2 outputs with nohl2. show prop outputs with prop.)
(.)
Line 1: Line 1:
{{#ifeq:{{{prop}}}|1|
{{#ifeq:{{{prop}}}|1|{{minititle|BreakableProp}}
{{IO|OnTakeDamage|Fired when damage is taken.}}
{{IO|OnTakeDamage|Fired when damage is taken.}}
{{#ifeq:{{{nohl2}}}|1||{{IO|OnPhysCannonAnimatePreStarted|Fired when prop starts its <code>ACT_PHYSCANNON_ANIMATE_PRE</code> [[activity]]. Caused by the object being picked up by the gravity gun.}}
{{#ifeq:{{{nohl2}}}|1||{{IO|OnPhysCannonAnimatePreStarted|Fired when prop starts its <code>ACT_PHYSCANNON_ANIMATE_PRE</code> [[activity]]. Caused by the object being picked up by the gravity gun.}}

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.