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emp_logic_playercount_listener

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emp_logic_playercount_listener
TypePoint entity
EngineSource Source
AvailabilityEmpires Empires
 

emp_logic_playercount_listener is a point entity available in Empires Empires. It fires outputs when the player count changes. The group of players to check for can be restricted to Brenodi or Northern Faction players, and can also be restricted to just alive players.

Warning.pngWarning:This entity will be included in a future release.


Keyvalues

Key (?) Variable Source (?) Property Name Default Value Description
TeamNum <choices> Team To Listen To Both
Optionally set this entity to only listen for player counts of a certain team.

Values:

  • 0: Both
  • 1: Northern Faction only
  • 2: Brenodi Empire only
AliveOnly <choices> Subgroup All Players
Of the team(s) selected, which players should we count?

Values:

  • 0: All Players
  • 1: Alive Players Only
StartDisabled <boolean> EnableDisable Start Disabled No
Stay dormant until activated (with theEnableinput).

Values:

  • 0: No
  • 1: Yes
targetname <string> Targetname Name
The targetname that other entities refer to this entity by.

Inputs

Enable <void>
Enable updates via the OutValue output.
Disable <void>
Disable updates via the OutValue output.
Toggle <void>
Toggle updates via the OutValue output.
GetValue <void>
Causes the listener to fire its OnGetValue output with the current playercount. Used for polling the playercount when you don't want constant updates from the OutValue output.

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

OutValue <integer>
Fired when the playercount changes. The parameter is set to the new playercount.
OnGetValue <integer>
Fired in response to the GetValue input. Used for polling the counter when you don't want constant updates from the OutValue output. The parameter is set to the current playercount.

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.