Template:O Breakable: Difference between revisions

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m (Added to Output Templates category)
(Moved OnBreak and OnHealthChanged up. Merged minititles.)
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<noinclude>This template isn't in line with anything specific in code. default shows only outputs for brushes.
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>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|Breakable (prop)}}
*<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}}}|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.}}
 
 
{{ {{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.}}
}}|}}
|}}
{{minititle|Breakable (common)}}
}}</includeonly></onlyinclude>
{{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)}}}}<noinclude>
[[Category:Output Templates|Breakable]]
[[Category:Output Templates|Breakable]]
</noinclude>

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=1 shows outputs for props as well. There's nothing brushes have that props don't have.
  • nohl2=1 hides 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.