emp_logic_playercount_listener
emp_logic_playercount_listener | |
---|---|
Type | Point entity |
Engine | Source |
Availability | Empires |
emp_logic_playercount_listener
is a point entity available in Empires. It fires outputs when the player count changes. The group of players to check for can be restricted to Brenodi or Northern Faction players, and can also be restricted to just alive players.
Warning:This entity will be included in a future release.
Keyvalues
Key (?) | Variable | Source (?) | Property Name | Default Value | Description |
---|---|---|---|---|---|
TeamNum | <choices> | Team To Listen To | Both | Optionally set this entity to only listen for player counts of a certain team.
Values:
|
|
AliveOnly | <choices> | Subgroup | All Players | Of the team(s) selected, which players should we count?
Values:
|
|
StartDisabled | <boolean> | EnableDisable | Start Disabled | No | Stay dormant until activated (with the Enable input).
Values:
|
targetname | <string> | Targetname | Name | The targetname that other entities refer to this entity by. |
Inputs
Enable
<void>- Enable updates via the OutValue output.
Disable
<void>- Disable updates via the OutValue output.
Toggle
<void>- Toggle updates via the OutValue output.
GetValue
<void>- Causes the listener to fire its OnGetValue output with the current playercount. Used for polling the playercount when you don't want constant updates from the OutValue output.
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Outputs
OutValue
<integer>- Fired when the playercount changes. The parameter is set to the new playercount.
OnGetValue
<integer>- Fired in response to the GetValue input. Used for polling the counter when you don't want constant updates from the OutValue output. The parameter is set to the current playercount.
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.