The condition whose change from false to true starts a pulse. It must be set: the client does not check for a missing operand.
FixedDurationTriggeredBoolDriver
Inheritance 4 ancestors · 50 siblings
- ILogicDriver
- ILogicFloatDriver
- ILogicIntDriver
- ILogicBoolDriver
- 0xb07d5aff (removed in patch 16.1)
- 0xb5c28890
- AllTrueMaterialDriver
- DelayedBoolMaterialDriver
- EmptyLogicBoolDriver
- FixedDurationTriggeredBoolDrivercurrent
- FloatComparisonMaterialDriver
- GetMapPropBoolDynamicMaterialBoolDriver
- GetSequenceObjectDynamicMaterialBoolDriver (removed in patch 15.4)
- HasBuffDynamicMaterialBoolDriver
- HasBuffOfTypeBoolDriver
- HasBuffWithAttributeBoolDriver
- HasGearDynamicMaterialBoolDriver
- HasLossOfControlTypeBoolDriver
- HasMultiKillMaterialBoolDriver
- HasReceivedAnimEmoteEventBoolDriver
- HasReceivedAnimationEventBoolDriver
- HasSkinAugmentBoolDriver
- HasUnitTagBoolDriver
- HasValueChanged
- IsAliveBoolDriver
- IsAnimationPlayingDynamicMaterialBoolDriver
- IsAttackingBoolDriver
- IsCastingBoolDriver
- IsChampionNameBoolDriver
- IsCharacterSkinIdBoolDriver
- IsCloneBoolDriver
- IsDeadDynamicMaterialBoolDriver
- IsEmoteMutedBoolDriver
- IsEnemyDynamicMaterialBoolDriver
- IsInCombatDynamicMaterialBoolDriver
- IsInGrassDynamicMaterialBoolDriver
- IsInShopRangeBoolDriver
- IsInWaterBoolDriver
- IsLocalPlayerBoolDriver
- IsMapPropHoveredDynamicMaterialBoolDriver
- IsMovingBoolDriver
- IsOnGameplayTextureBoolDriver
- IsOptionEnabledBoolDriver
- IsStealthedBoolDriver
- LastDamageTypeMaterialBoolDriver
- LearnedSpellDynamicMaterialBoolDriver
- MapVisibilityLogicBoolDriver
- NotMaterialDriver
- OneTrueMaterialDriver
- PercentageEnabledBoolMaterialDriver
- RawBoolConceptLogicDriver
- SequenceMaterialBoolDriver
- SpellPreviewConditionData2
- SubmeshVisibilityBoolDriver
- TftIsEnemyMaterialBoolDriver
- ILogicBoolDriver
- ILogicIntDriver
- ILogicFloatDriver
Class Documentation
Edit documentationA bool driver that turns a change of mBoolDriver into a
pulse of fixed length. When the input turns true, the output is true for
mCustomDuration seconds, whatever the input does in that time.
The driver keeps one state per source:
- When the input turns from false to true, the output turns true and the pulse starts. The first evaluation for a source with a true input also starts a pulse.
- While the pulse runs, the input is not read.
- When
mCustomDurationseconds have passed, the output turns false. A new pulse can start only after the input has been false at least once.
So an input that stays true gives one pulse, not a series of pulses.
Properties
mCustomDuration
F32 = 0 The length of the pulse, in seconds.