emp_building_imp_barracks
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emp_building_imp_barracks
is a point entity available in Empires. The barracks spawns players and allows for dynamic class changes.
Keyvalues
- Name
(targetname)
<string> - 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.