Emp building imp barracks: Difference between revisions
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(Created page with "{{infotable |emp_info_params |type=e0 |engine=2 |in={{Empires|4}} }} {{Empires topicon}} {{this is a|e0|game=Empires|name=emp_building_imp_barracks}} The barracks spawns playe...") |
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{{Empires topicon}} | {{Empires topicon}} | ||
{{this is a| | {{CD|???|base=CBaseAnimating}} | ||
{{this is a|model entity|game=Empires|name=emp_building_imp_barracks}} The barracks spawns players and allows for dynamic class changes. | |||
==Keyvalues== | ==Keyvalues== | ||
{{KV | {{KV Targetname}} | ||
{{KV EmpBuilding}} | {{KV EmpBuilding}} | ||
==Inputs== | ==Inputs== | ||
{{I | {{I EmpBuilding}} | ||
==Outputs== | ==Outputs== | ||
{{O EmpBuilding}} | |||
{{O | |||
Latest revision as of 04:30, 19 May 2025
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emp_building_imp_barracks
is a model entity available in Empires. The barracks spawns players and allows for dynamic class changes.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Fully Built? (startBuilt) <boolean>
- If yes, then the building will start with full health and be fully functional. If no, then an engineer must repair it to full health before it functions.
Inputs
EmpBuilding:
- SetHealth <integer >
- Sets the health of the building, clamped between 0 and the building's maximum health.
- Destroy <void>
- Set the health of the building to 0.
- RecycleStartDuration <integer >
- Begin the recycle process, with the countdown set to the given number of seconds.
- RecycleCancel <void>
- Cancel the recycling process, returning the building to a functional state.
- SabotageStart <void>
- Mark this building as sabotaged. If the activator is a player, give them points for it.
- SabotageEnd <void>
- Mark this building as no longer sabotaged.
Outputs
EmpBuilding:
- OnBuilt <void>
- Fired when this building is fully built.
- OnNFBuilt <void>
- Fired when this building is fully built by the Northern Faction.
- OnImpBuilt <void>
- Fired when this building is fully built by the Brenodi Empire.
- OnKill <void>
- Fired when this building is destroyed.
- OnSpotted <void>
- Fired when this building is spotted by an enemy using any method. The spotter is the activator.
- OnSpottedBinoculars <void>
- Fired when this building is spotted by an enemy using the binoculars. The spotter is the activator.
- OnSabotageStart <void>
- Fired when this building has become sabotaged. The saboteur is the activator.
- OnSabotageEnd <void>
- Fired when this building is repaired to the point where the sabotage ends.
- OnRecycleStart <void>
- Fired when a commander has started the recycling process on this building.
- OnRecycleCancel <void>
- Fired when a commander has canceled the recycling process on this building.
- OnRecycleComplete <void>
- Fired when this building has been recycled.