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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...")
 
(Add BaseAnimating KVs and EmpBuilding IO.)
Line 11: Line 11:
{{KV|start}}
{{KV|start}}
{{KV EmpBuilding}}
{{KV EmpBuilding}}
{{KV BaseAnimating|new=1|base=1}}
{{KV|end}}
{{KV|end}}


==Inputs==
==Inputs==
{{I BaseAnimating|tf2=0|portal2=0}}
{{I EmpBuilding}}
{{I BaseAnimating|tf2=|portal2=}}
{{I BaseEntity|base=1}}
{{I BaseEntity|base=1}}


==Outputs==
==Outputs==
 
{{O EmpBuilding}}
{{O BaseAnimating}}
{{O BaseAnimating}}
{{O BaseEntity}}
{{O BaseEntity}}

Revision as of 21:37, 9 December 2023

emp_info_params
TypePoint entity
EngineSource Source
AvailabilityEmpires Empires
 

emp_building_imp_barracks is an e0 available in Empires Empires. The barracks spawns players and allows for dynamic class changes.

Keyvalues

start ([todo internal name (i)])
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.
Note.pngNote:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history
end ([todo internal name (i)])

Inputs

EmpBuilding:

SetHealth <integerRedirectInput/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 <integerRedirectInput/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.
Note.pngNote:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history


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.
Note.pngNote:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history