emp_building_imp_barracks
emp_info_params | |
---|---|
Type | Point entity |
Engine | Source |
Availability | Empires |
emp_building_imp_barracks
is a point entity available in Empires. The barracks spawns players and allows for dynamic class changes.
Contents
Keyvalues
Key (?) | Variable | Source (?) | Property Name | Default Value | Description |
---|---|---|---|---|---|
startBuilt | <choices> | EmpBuilding | Fully Built? | Yes | 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.
Values:
|
model | <string> | BaseAnimating | World Model | The model this entity should appear as. 128-character limit. |
|
skin or ModelSkin | <integer> | BaseAnimating | Skin | 0 | Some models have multiple skins. This value selects from the index, starting with 0. |
solid | <choices> | BaseAnimating | Collisions | Use VPhysics | |
hitboxset | <string> | BaseAnimating | Hitbox Set | ||
body or SetBodyGroup | <integer> | BaseAnimating | Body Group | 0 | Sets the the active submodel ( $bodygroup ).Warning:Submodel changes do not appear in Hammer, which may result in an inaccurate preview. |
modelindex | <short> | BaseAnimating | Model Index | Given the number index from dumping the cl_precacheinfo modelprecache table, sets entity model to the index. Warning:If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes. |
|
modelscale | <float> | BaseAnimating | Model Scale | 1.0 | A multiplier for the size of the model. Negative values are accepted. Scales the physics model if the entity has a VPhysics object. Warning:Negative or extremely high values can cause crashes! Note:Scale may not appear in Hammer 4.x, but will appear in-game (tested in ). This is fixed in Hammer++ and Strata Source Hammer. Warning:Scaling physics objects is extremely expensive, and it can take x100 longer (~5 milliseconds) to spawn the entity! This is because it has to re-generate a new physics mesh each time. If this is an issue, recompile the model with the scaling baked in, or apply modelscale after spawning (only the visual will be scaled). |
DXLevelChoice | |||||
mindxlevel | <choices> | Minimum DX Level | The entity will not exist if the engine is running outside the given range of DirectX Versions.
|
||
maxdxlevel | <choices> | Maximum DX Level | |||
Animating | |||||
sequence | <integer> | BaseAnimating | Sequence | Default animation sequence for the model to be playing after spawning. |
|
playbackrate | <float> | BaseAnimating | Playback Rate | ||
cycle | <float> | BaseAnimating | Cycle | The current frame of the current animation, on a range from 0-1. |
|
texframeindex | <integer> | BaseAnimating | Texture Frame | The initial frame number for all animated textures on this entity. |
|
Effects - Render | |||||
fademindist | <float> | BaseAnimating | Start Fade Distance | -1 | Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox. |
fademaxdist | <float> | BaseAnimating | End Fade Distance | 0 | Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox. |
fadescale | <float> | BaseAnimating | Fade Scale | 1 | If specified in the worldspawn , or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also $noforcedfade . |
renderamt | <integer> | BaseAnimating | FX Amount/Transparency (0–255) | 255 | Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible. |
rendercolor | <color255> | BaseAnimating | Render Color (R G B) | 255 255 255 | Color tint. |
renderfx | <choices> | BaseAnimating | Render FX | Normal | Various somewhat legacy alpha effects.
Values:
|
rendermode | <choices> | BaseAnimating | Render Mode | Normal | |
Effects - Environment | |||||
disableshadows | <boolean> | BaseAnimating | Disable Shadows | No | Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping. |
disablereceiveshadows | <boolean> | BaseAnimating | Disable Receiving Shadows | No | Prevent the entity from receiving shadows on itself. |
shadowcastdist | <integer> | BaseAnimating | Shadow Cast Distance | 0 | Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity. |
LightingOrigin | <targetname> | BaseAnimating | Lighting Origin | Select an entity (not info_lighting !) from which to sample lighting instead of the entity's origin. |
|
LightingOriginHack | <targetname> | BaseAnimating | Lighting Origin Offset | The info_lighting_relative from which to sample lighting instead of the entity's origin. Use Lighting Origin instead. |
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.
Model:
SetBodyGroup
<integer>- Sets the the active
$bodygroup
.
Ignite
- Makes the entity catch on fire indefinitely.
IgniteLifetime
<float>- Makes the entity catch on fire for a given amount of time.
IgniteNumHitboxFires
<integer> (removed since )- Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in onward.
IgniteHitboxFireScale
<float> (removed since )- Makes the entity catch on fire with a given scale for hitbox fire particles. Does not function correctly in onward.
BecomeRagdoll
- Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains
$collisionjoints
. For other models,phys_convert
can be used instead.
SetLightingOrigin
<targetname>- Sets the entity's lighting origin to use this entity's position.
(removed since )SetLightingOriginHack
<targetname>- Deprecated. Offsets the entity's lighting origin by their distance from an
info_lighting_relative
. UseSetLightingOrigin
instead.
fademindist
<float>- Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
fademaxdist
<float>- Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
SetModelScale
<vector> (only in )- Multiplies the size of the model. Does not alter the physics collisions in most cases. Can take two values separated by a space, in which case the first value would be the target model scale and the second value would be the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.Tip:The
modelscale
keyvalue can be AddOutputed as a workaround for other games with this input missing.
Warning:Negative or extremely high values can cause crashes!
Alpha
<integer>- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than 0.
AlternativeSorting
<boolean>- Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color
<color255>- Sets an RGB color for the entity.
SetDamageFilter
<targetname>- Sets a filter for this entity for when it receives damage.
EnableDamageForces
- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
- Prevents the entity from being pushed by damage done to it.
Shadow:
DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying
EF_NOSHADOW
.
EnableShadow
- Turn dynamic shadows on for this entity.
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
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.
Model:
OnIgnite
!FGD- Fired when the entity catches fire, such as from an
env_entity_igniter
or theIgnite
inputs.
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.