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.
This part can be found under:
You can easily find it by clicking on the sign and typing event.
Event to be used.
See Operators
Inverts the event. Inverted events SHOW parts instead of hiding them.
Target the local player instead of the part's parent. Not sure if this even works.
This event will only affect its children.
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Custom name of the event that will be displayed in the editor. Helps with organization. You should probably keep it unique to avoid conflicts.
Hides (disables) the event. All children are hidden as well.
Marks the event as explicit. Players using pac_hide_disturbing 1 won't be able to see it.
Parent of the event. Click on 3) to select.
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.
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. |
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) |
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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. |
Compares your current ammo to a given value (amount argument) and triggers the event if the operation returns true.
Triggers when a given animation event (find argument) is played.
This event is used for animation events (e.g. jump), if you're looking for an event that uses specific animation sequences (e.g. jump_pistol) see sequence name.
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Compares your clip size to a given value (amount argument) and triggers the event if the operation returns true.
Triggers on collision. Meant to be used with Projectile. This event only triggers at the moment of collision, for a continuous version see Is Touching.
Triggers when a given command is used. This event is controlled through the pac_event console command.
Triggers when touching (colliding with) another object. For an event that triggers at the moment of collision see Collide.
Triggers based on distance. Ranger casts a ray starting at the location of the parent model, in the direction of the red positional arrow. Distance is the max length of the ray. Compare is the distance you want to compare to using an operator. The event shows a distance preview while editing.