{{tag>event part}} {{htmlmetatags>metatag-keywords=(pac3, wiki, part, event, timer, timerx) metatag-description=(Controls other parts based on specified conditions.) metatag-og:title=(Event | Parts) metatag-og:description=(Controls other parts based on specified conditions.) }} ====== Event ====== Events allow you to show/hide parts of your outfit. They trigger when a specified condition is met. By default they will **HIDE** parts when triggered. ===== Location ===== This part can be found under: * Right Click ->[[:part:event]] {{fa>question?color=#7ab353&fw&lg}} You can easily find it by clicking on the {{:icon:editor:add.png?nolink|}} sign and typing //**event**//. ===== Usage & Examples ===== ==== Basic Event ==== - Add the [[:part:event]] part to your outfit. - In the [[#event]] field pick((Click on (...))) the event you want to use. - In the [[#operator]] field pick((Click on (...))) the operator. - Change the event-specific settings. See [[#event list]] to learn more about them. ===== Properties ===== ==== Generic ==== == event == Event to be used. == operator == See [[#operators|Operators]] == invert == Inverts the event. Inverted events **SHOW** parts instead of hiding them. == root owner == Target the local player instead of the part's parent. Not sure if this even works. == affect children only == This event will only affect its children. == zero eye pitch == ??? == name == {{section>property:name#include&inline}} == hide == {{section>property:hide#include&inline}} == is explicit == {{section>property:is explicit#include&inline}} [[:property:is explicit|→ Read More]] ==== Orientation ==== == parent name == {{section>property:parent#include&inline}} ===== Operators ===== Operators control the behavior of events. It's important to use a correct operator for each type of event. **Number** operators work with events that use numbers, while **String** operators work with events that use text. Some operators can be used with both. ==== Number Operators ==== |**above** |**a > b**| Returns **true** when the value is above target.| |**below** |**a < b**| Returns **true** when the value is below target.| |**equal** |**a == b**| Returns **true** when the value is equal to target.| |**equal or above** |**a >= b**| Returns **true** when the value is equal to or above target.| |**equal or below** |**a %%<=%% b**| Returns **true** when the value is equal to or below target.| |**not equal** |**a ~= b** | Returns **true** the value is not equal to target.| |**maybe** |**math.random() > 0.5**| Maybe its **true**, maybe not. 8-)| ==== String Operators ==== |**find** / **find simple** | | Returns **true** when a given string is found, you can use multiple strings separated by **;** \\ The difference between **find** and **find simple** is that **find** is case sensitive. \\ Supports patterns. (e.g. weapon will match all default weapons) | |**equal** |**a == b**| Returns **true** when the value is equal to target.| |**not equal** |**a ~= b** | Returns **true** the value is not equal to target.| ===== Event List ===== {{namespace>part:event:&firstseconly&readmore&indent&nofooter&header&inline}} == Dot == == Driver Name == == Emit Sound == == Entity Class == == EyeTrace Entity Class == == Fire Bullets == == Fov == == Gravitygun Punt == == Has Weapon == == Health Lost == == Holdtype == == Is Client == == Is Crouching == == Is Flashlight On == == Is In Noclip == == Is On Ground == == Is Typing == == Is Under Water == == Is Voice Chatting == == Map Name == == Model Name == == Movetype == == Owner Alive == == Owner Armor == == Owner Max Health == == Owner Scale == == Owner Scale == == Owner Scale == == Owner Velocity == == Parent Scale == == Parent Velocity == == Randint == == Random == == Random Timer == == Ranger == == Say == == Sequence Name == == Speed == == Timer == == Timersys == == Timerx == == Total Ammo == == Using Physgun == == Vehicle Class == == Vehicle Model == == Weapon Class ==