Table of Contents Event Location Usage & Examples Basic Event Properties Generic event operator invert root owner affect children only zero eye pitch name hide is explicit Orientation parent name Operators Number Operators String Operators Event List Ammo Animation Event Button Client Spawned Clip Size Collide Command Is Touching Ranger Timerx 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 event, part 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 →Event You can easily find it by clicking on the sign and typing event. Usage & Examples Basic Event Add the Event part to your outfit. In the event field pick1) the event you want to use. In the operator field pick2) 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 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 Custom name of the event that will be displayed in the editor. Helps with organization. You should probably keep it unique to avoid conflicts. hide Hides (disables) the event. All children are hidden as well. is explicit Marks the event as explicit. Players using pac_hide_disturbing 1 won't be able to see it. → Read More Orientation parent name Parent of the event. Click on 3) to select. 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. 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 Ammo Compares your current ammo to a given value (amount argument) and triggers the event if the operation returns true. → Read more... Animation Event 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. → Read more... Button Triggers while holding a given key. This event only works while you're holding the button, if you're looking for a toggle button see command event. → Read more... Client Spawned ??? Clip Size Compares your clip size to a given value (amount argument) and triggers the event if the operation returns true. → Read more... Collide 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. → Read more... Command Triggers when a given command is used. This event is controlled through the pac_event console command. → Read more... Is Touching Triggers when touching (colliding with) another object. For an event that triggers at the moment of collision see Collide. → Read more... Ranger 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. → Read more... Timerx Triggers based on time, usually used with other events. The event starts counting time when shown and compares it to the number of seconds using an operator. Can be used to show/hide other parts after a certain amount of time. → Read more... 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 1) , 2) Click on 3) Right Click on to list all available options. Last modified: 3 years agoby yagira Log In