Template:O Breakable: Difference between revisions
		
		
		
		
		
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| Deprecated (talk | contribs) m (Added to Output Templates category) |  (Moved OnBreak and OnHealthChanged up. Merged minititles.) | ||
| Line 1: | Line 1: | ||
| 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.  | *<code>prop=1</code> shows outputs for props as well. There's nothing brushes have that props ''don't'' have. | ||
| *<code>nohl2=1</code>  | *<code>nohl2=1</code> hides the hl2-specific outputs. | ||
| {{IO|OnTakeDamage|Fired when damage is taken.}} | The following is the result with no parameters. See also: {{tl2|O BreakableProp}}, {{tl2|O BreakableBrush}}. | ||
| {{#ifeq:{{{nohl2}}}| | |||
| {{ {{PAGENAME}} }} | |||
| <onlyinclude><includeonly> | |||
| {{minititle|Breakable{{#ifeq:{{{prop|0}}}|0|Brush|Prop}}}}<!-- | |||
| -->{{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)}}}}<!-- | |||
| -->{{#ifeq:{{{prop|0}}}|0|| | |||
| {{IO|OnTakeDamage|Fired when damage is taken.}}<!-- | |||
| -->{{#ifeq:{{{nohl2|0}}}|0| | |||
| {{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.}} | |||
| {{IO|OnPhysCannonAnimatePullStarted|Fired when prop has started its <code>ACT_PHYSCANNON_ANIMATE</code> activity. <code>ACT_PHYSCANNON_ANIMATE_PRE</code> plays once, then <code>ACT_PHYSCANNON_ANIMATE</code> starts looping.}} | {{IO|OnPhysCannonAnimatePullStarted|Fired when prop has started its <code>ACT_PHYSCANNON_ANIMATE</code> activity. <code>ACT_PHYSCANNON_ANIMATE_PRE</code> plays once, then <code>ACT_PHYSCANNON_ANIMATE</code> starts looping.}} | ||
| {{IO|OnPhysCannonDetach|Fired when prop has started its <code>ACT_PHYSCANNON_DETACH</code> activity (caused by the gravity gun ripping it from a wall).}} | {{IO|OnPhysCannonDetach|Fired when prop has started its <code>ACT_PHYSCANNON_DETACH</code> activity (caused by the gravity gun ripping it from a wall).}} | ||
| {{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.}} | ||
| |}} | |||
| }}</includeonly></onlyinclude> | |||
| [[Category:Output Templates|Breakable]] | [[Category:Output Templates|Breakable]] | ||
Revision as of 19:21, 25 April 2022
This template isn't in line with anything specific in code. Default shows only outputs for brushes.
- prop=1shows outputs for props as well. There's nothing brushes have that props don't have.
- nohl2=1hides the hl2-specific outputs.
The following is the result with no parameters. See also: {{O BreakableProp}}, {{O BreakableBrush}}.
BreakableBrush:
- 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.