Template:O Breakable: Difference between revisions
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(hide hl2 outputs with nohl2. show prop outputs with prop.) |
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{{#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.