Starts when · Starts a flow
When a shield is knocked down
Starts when an attack disables a player's shield, such as an axe hit.
m.on.player_shield_disable
In a flow
“When a shield is knocked down, the steps wired after it run.”
When player shield disable → Broadcast {trigger.cooldown}
What it does
Starts when an attack disables a player's shield, such as an axe hit. It starts a flow, and gives the steps after it values about what happened. It gives 3 values later steps can use. Find it under Starts when in the palette.
When to use it
Use it to start a flow when a shield is knocked down.
When not to
If the flow should start from a click or a command instead, pick that trigger: a flow has exactly one.
Typical wiring
Values it gives
- Player Player
-
The player it's about. Wire it into any Player pin. e.g. Alex
If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.
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- Cooldown Number
-
The cooldown of the player shield disable. e.g. 1
If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.
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- Damager Entity
-
The damager of the player shield disable. e.g. Zombie
If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.
Connects toAccept applicationAdd a forum tagAdd a labelAdd a Notion pageAdd a row to a Google SheetAdd a staff noteAdd a stickerAdd a Trello cardand 554 more