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emp_building_imp_barracks

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Revision as of 20:45, 17 May 2024 by PeeBot (talk | contribs) (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.)
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emp_info_params
TypePoint entity
EngineSource Source
AvailabilityEmpires Empires
 

emp_building_imp_barracks is a point entity 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.
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.

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.