User:THE OWL/Sandbox/Templates/OIF: Difference between revisions
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<div style="display:flex; background-color:rgb(255 255 255 / 10%); border-radius:.3em; overflow-x:clip; user-select:none"> | <div style="display:flex; background-color:rgb(255 255 255 / 10%); border-radius:.3em; overflow-x:clip; user-select:none"> | ||
<div style="min-width:150px; overflow-y:auto; padding:.3em .8em .8em .8em"> | <div style="min-width:150px; overflow-y:auto; padding:.3em .8em .8em .8em"> | ||
{{:User:THE OWL/Sandbox/Templates/OIF/components|item|OnMapSpawn|id = 1|collapsed = false}} | |||
{{:User:THE OWL/Sandbox/Templates/OIF/components|item|OnNewGame|id = 2}} | |||
{{:User:THE OWL/Sandbox/Templates/OIF/components|item|OnLoadGame|id = 3}} | |||
</div> | </div> | ||
</div> | </div> | ||
<div style="width:100%; display:flex; background-color:rgb(0 0 0 / 10%); overflow-x:hidden; border-radius:.3em"> | <div style="width:100%; display:flex; background-color:rgb(0 0 0 / 10%); overflow-x:hidden; border-radius:.3em"> | ||
<div style="display:flex; flex-direction:column; gap:1em; border-radius:.3em; overflow-y:auto; padding:.8em 1.1em"> | <div style="display:flex; flex-direction:column; gap:1em; border-radius:.3em; overflow-y:auto; padding:.8em 1.1em"> | ||
{{:User:THE OWL/Sandbox/Templates/OIF/components|item desc | |||
| collapsed = false | |||
| id = 1 | |||
| OnMapSpawn | |||
| Fired shortly after the entity spawns (including loading saves). | |||
{{Bug|{{tf2|4}} also fires when a new round starts}} | |||
}} | |||
{{:User:THE OWL/Sandbox/Templates/OIF/components|item desc | |||
| id = 2 | |||
| OnNewGame | |||
| Fired when the map is loaded to start a new game. | |||
}} | |||
{{:User:THE OWL/Sandbox/Templates/OIF/components|item desc | |||
| id = 3 | |||
| OnLoadGame | |||
| Fired when the map is loaded from a saved game. <br /> <br/> {{lorem}}{{lorem}}{{lorem}}{{lorem}}{{lorem}} | |||
}} | |||
</div> | </div> | ||
</div> | </div> | ||
</div> | </div> |
Revision as of 02:30, 4 May 2024
Outputs are events that fire when an entity's state changes. For example, a timer will have an output for reaching its end, a button an output for being pressed, and a door an output for coming to a close. Read more.

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