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emp_info_params

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emp_info_params
TypePoint entity
EngineSource Source
AvailabilityEmpires Empires
 

emp_info_params is a point entity available in Empires Empires. It contains various gameplay parameters and is a bridge for team-related IO.

Warning.pngWarning:Every Empires map must have exactly one of these entities on map start. Attempting to load a map that does not contain an emp_info_params entity will crash the game!


Keyvalues

Key (?) Variable Source (?) Property Name Default Value Description
skin <choices> Map Theme Default
This is the setting/theme of the map and is only used to determine the camouflage that players wear.

Values:

  • 0: Default
  • 1: Woodland
  • 2: Snow
  • 3: Desert
  • 4: Urban
AutoResearch <choices> Research Starts Complete No
Setting this to 'Yes' will automatically research the Research Tree, both teams will have the research tree fully researched. You can also add or remove research items using the maps .cfg file for server side settings.

Values:

  • 0: No
  • 1: Yes
NFRes <integer> Northern Faction Resources 100
The amount of resources the Northern Faction team starts with.
ImpRes <integer> Brenodi Empire Resources 100
The amount of resources the Brenodi Empire team starts with.
NFReinf <integer> Northern Faction Reinforcements 100
The amount of reinforcements the Northern Faction team starts with.
ImpReinf <integer> Brenodi Empire Reinforcements 100
The amount of reinforcements the Brenodi Empire team starts with.
eng_restrict_NF <choices> Prevent NF Engineer Building No Restriction
Select restrictions for the Northern Faction engineers from being able to build on this map.

Values:

  • 0: No Restriction
  • 1: Walls
  • 2: Everything
eng_restrict_Imp <choices> Prevent Brenodi Engineer Building No Restriction
Select restrictions for the Brenodi Empire engineers from being able to build on this map.

Values:

  • 0: No Restriction
  • 1: Walls
  • 2: Everything
turretRestrict <choices> Prevent turret building Allow level 1, 2 and 3 turrets
Select restrictions for the Brenodi Empire engineers from being able to build on this map.

Values:

  • 0: Allow level 1, 2 and 3 turrets
  • 1: Allow level 1 and 2 turrets
  • 2: Allow level 1 turrets
  • 3: Restrict turrets

Base

targetname <string> Targetname Name
The targetname that other entities refer to this entity by.

Inputs

InputNFWin <void>
Input for Northern Faction winning.
InputImpWin <void>
Input for Brenodi Empire winning.
SetNFTickets <integer>
Set the Northern Faction tickets.
SetBETickets <integer>
Set the Brenodi Empire tickets.
ModifyNFTickets <integer>
Modify the Northern Faction tickets.
ModifyBETickets <integer>
Modify the Brenodi Empire tickets.
SetNFResources <float>
Set the Northern Faction resources.
SetBEResources <float>
Set the Brenodi Empire resources.
ModifyNFResources <float>
Modify the Northern Faction resources.
ModifyBEResources <float>
Modify the Brenodi Empire resources.
GetNFTickets <integer>
Get the Northern Faction tickets from OnGetNumber.
GetBETickets <integer>
Get the Brenodi Empire tickets from OnGetNumber.
GetNFResources <integer>
Get the Northern Faction resources from OnGetNumber.
GetBEResources <integer>
Get the Brenodi Empire resources from OnGetNumber.

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 to FireUser4
Fires the respectiveOnUseroutputs; 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 thanKillinput.
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.

Outputs

OnGetNFTickets <integer>
Outputs NF Tickets when requested.
OnGetBETickets <integer>
Outputs BE Tickets when requested.
OnGetNFResources <integer>
Outputs NF Resources when requested.
OnGetBEResources <integer>
Outputs BE Resources when requested.
OnWaitPhaseEnd <integer> Obsolete
Deprecated. Fires when the wait phase ends. Parameter is set to 1 if this map is a commander map.
OnPhaseBeginTactics <void>
Fires when the tactics phase begins or is skipped.
OnPhaseBeginWait <void>
Fires when the commander vote/player wait phase begins.
OnPhaseBeginGame <void>
Fires when the game begins.
OnPhaseBeginInfSuddenDeath <void>
Fires when infantry sudden death begins.
OnPhaseBeginCVSuddenDeath <void>
Fires when the CV sudden death begins.
OnGameEnd <void>
Fires when the game ends, one way or another.
OnGameOutcomeNFWin <void>
Fires when NF wins the game.
OnGameOutcomeNFLose <void>
Fires when NF loses the game.
OnGameOutcomeBEWin <void>
Fires when BE wins the game.
OnGameOutcomeBELose <void>
Fires when BE loses the game.

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.