emp_info_map_overview
emp_info_map_overview | |
---|---|
Type | Point entity |
Engine | Source |
Availability | Empires |
emp_info_map_overview
is a point entity available in Empires. It determines where the starting view point for Unassigned players will be upon map load. If a map does not contain this entity, new players will start at the world origin. If a map contains multiple instances of this entity, one will be randomly chosen for each Unassigned player.
Keyvalues
Key (?) | Variable | Source (?) | Property Name | Default Value | Description |
---|---|---|---|---|---|
targetname | <string> | Base | Name | The name that other entities use to refer to this entity. |
|
parentname | <targetname> | Base | Parent | Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. ( parentname [targetname],[attachment] ) Tip:Entities transition to the next map with their parents Tip: phys_constraint can be used as a workaround if parenting fails. |
|
origin | <coordinates> | Base | Origin (X Y Z) | The position of this entity's center in the world. Rotating entities typically rotate around their origin. Note:Hammer does not move the entities accordingly only in the editor. |
|
angles | <angle> | Base | Pitch Yaw Roll (X Y Z) | 0 0 0 | This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis. Note:This works on brush entities, although Hammer doesn't show the new angles. |
Inputs
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
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.