Template:O Breakable: Difference between revisions
Jump to navigation
Jump to search
(formatting fix) |
(parameter notes) |
||
Line 1: | Line 1: | ||
{{#ifeq:{{{prop}}}|1|{{minititle|BreakableProp}} | <noinclude>This template isn't in line with anything specific in code. default shows only outputs for brushes. | ||
*<code>prop=1</code> shows outputs for props as well. there's nothing brushes have that props ''don't'' have. | |||
*<code>nohl2=1</code> eliminates the hl2-specific outputs.</noinclude>{{#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 22:55, 13 September 2018
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
eliminates the hl2-specific outputs.
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.