Starts when · Starts a flow
When a vehicle takes damage
Starts when a boat or minecart is hit.
m.on.vehicle_damage
In a flow
“When a vehicle takes damage, the steps wired after it run.”
When a vehicle receives damage → Broadcast {trigger.damage}
What it does
Starts when a boat or minecart is 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 vehicle takes damage.
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
- Attacker Entity
-
The attacker of the vehicle damage. 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
- Damage Number
-
The damage of the vehicle damage. 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.
Connects toAccount ageActive membersAddAdd answer to formAdd soundboard soundAdd timeAdd to a counterAdd to a leaderboardand 719 more
- Vehicle Entity
-
The vehicle of the vehicle damage. 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