emp_building_imp_barracks
		
		
		
		
		
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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. 
parentnameortarget).
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.