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	<id>https://wiki.empiresmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lightning</id>
	<title>Empires Wiki - User contributions [en]</title>
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	<updated>2026-09-27T02:43:18Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Falcon_Firearms_Mark_10&amp;diff=9869</id>
		<title>Falcon Firearms Mark 10</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Falcon_Firearms_Mark_10&amp;diff=9869"/>
		<updated>2019-10-31T11:22:55Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== NOTE - This page is WIP by Lightning, Currently working out formatting and layout for other weapon pages.==&lt;br /&gt;
{{Infobox Infantry Weapon&lt;br /&gt;
|Picture = BE_PISTOL1_1.png&lt;br /&gt;
|Name = &#039;X&#039; Pistol / Mark 10&lt;br /&gt;
|InService = 153-AGC - Present&lt;br /&gt;
|UsedBy = Brenodi Empire, Civilan Market&lt;br /&gt;
|Classes = Rifleman, Engineer, Grenadier, Scout&lt;br /&gt;
|Designer = [[Falcon Firearms Incorporated|Falcon Firearms Incorporated]]&lt;br /&gt;
|Designed = 148-AGC&lt;br /&gt;
|Manufacturer = [[Falcon Firearms Incorporated|Falcon Firearms Incorporated]]&lt;br /&gt;
|Produced = 151-AGC&lt;br /&gt;
|Variants = Mark 10, Mark 12, Model &#039;X&#039;&lt;br /&gt;
|Cartridge = [[.40 Falcon|.40 Falcon]],[[9mm Brenodi|9mm Brenodi]]&lt;br /&gt;
|Calibre = .40, 9x18mm&lt;br /&gt;
|Action = Short Recoil, Double-Action Only&lt;br /&gt;
|ROF = 300 RPM&lt;br /&gt;
|Range = 50M, 100 Max&lt;br /&gt;
|FeedSystem = &lt;br /&gt;
12 Round Box Magazine (.40) &lt;br /&gt;
15 Round Box Magazine (9MM)&lt;br /&gt;
|Sights = Double-Post Holographic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
When Brenodian troops came up against [[Northern Faction]] Special Forces, it was found the current Mark 9 Pistol was insufficient for dealing with modern threats. The Military Acquisition Board of the Brenodian Military put out a formal request in 148-AGC to all manufacturers to come up with a new &#039;Mark 10&#039; Sidearm for the Military. Several Sidearms were put forward towards this military trial two years later in 150-AGC. Ultimately the submission by Falcon Firearms survived all tests of the trials, capable of penetrating the new Northern Faction&#039;s Body Armor at 50 Meters utilizing a new proprietary cartridge, the [[.40 Falcon]]. Which was a massive improvement in ballistic capability over the older [[9mm Brenodi]] Cartridge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons|Lore]]&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Falcon_Firearms_Mark_10&amp;diff=9868</id>
		<title>Falcon Firearms Mark 10</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Falcon_Firearms_Mark_10&amp;diff=9868"/>
		<updated>2019-10-30T23:05:21Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== NOTE - This page is WIP by Lightning, Currently working out formatting and layout for other weapon pages.==&lt;br /&gt;
{{Infobox Infantry Weapon&lt;br /&gt;
|Picture = BE_PISTOL1_1.png&lt;br /&gt;
|Name = &#039;X&#039; Pistol / Mark 10&lt;br /&gt;
|InService = 153-AGC - Present&lt;br /&gt;
|UsedBy = Brenodi Empire, Civilan Market&lt;br /&gt;
|Classes = Rifleman, Engineer, Grenadier, Scout&lt;br /&gt;
|Designer = [[Falcon Firearms Incorporated|Falcon Firearms Incorporated]]&lt;br /&gt;
|Designed = 148-AGC&lt;br /&gt;
|Manufacturer = [[Falcon Firearms Incorporated|Falcon Firearms Incorporated]]&lt;br /&gt;
|Produced = 151-AGC&lt;br /&gt;
|Variants = Mark 10, Mark 12, Model &#039;X&#039;&lt;br /&gt;
|Cartridge = [[.40 Falcon|.40 Falcon]],[[9mm Brenodi|9mm Brenodi]]&lt;br /&gt;
|Calibre = .40, 9x18mm&lt;br /&gt;
|Action = Short Recoil, Double-Action Only&lt;br /&gt;
|ROF = 300 RPM&lt;br /&gt;
|Range = 50M, 100 Max&lt;br /&gt;
|FeedSystem = &lt;br /&gt;
12 Round Box Magazine (.40) &lt;br /&gt;
15 Round Box Magazine (9MM)&lt;br /&gt;
|Sights = Double-Post Holographic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
When Brenodian troops came up against [[Northern Faction]] Special Forces, it was found the current Mark 9 Pistol was insufficient for dealing with modern threats. The Military Acquisition Board of the Brenodian Military put out a formal request in 148-AGC to all manufacturers to come up with a new &#039;Mark 10&#039; Sidearm for the Military. Several Sidearms were put forward towards this military trial two years later in 150-AGC. Ultimately the submission by Falcon Firearms survived all tests of the trials, capable of penetrating the new Northern Faction&#039;s Body Armor at 50 Meters utilizing a new proprietary cartridge, the [[.40 Falcon]]. Which was a massive improvement in ballistic capability over the older [[9mm Brenodi]] Cartridge.&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=.40_Falcon&amp;diff=9867</id>
		<title>.40 Falcon</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=.40_Falcon&amp;diff=9867"/>
		<updated>2019-10-30T20:13:46Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The .40 Falcon was Developed along side the [[Falcon Firearms Mark 10]] Sidearm in order to meet the new standards faced by Northern Faction body armor&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Falcon_Firearms_Mark_10&amp;diff=9865</id>
		<title>Falcon Firearms Mark 10</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Falcon_Firearms_Mark_10&amp;diff=9865"/>
		<updated>2019-10-30T20:11:31Z</updated>

		<summary type="html">&lt;p&gt;Lightning: Created page with &amp;quot;== NOTE - This page is WIP by Lightning, Currently working out formatting and layout for other weapon pages.== {{Infobox Infantry Weapon |Picture = BE_PISTOL1_1.jpg |Name = &amp;#039;X...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== NOTE - This page is WIP by Lightning, Currently working out formatting and layout for other weapon pages.==&lt;br /&gt;
{{Infobox Infantry Weapon&lt;br /&gt;
|Picture = BE_PISTOL1_1.jpg&lt;br /&gt;
|Name = &#039;X&#039; Pistol / Mark 10&lt;br /&gt;
|InService = 153-AGC - Present&lt;br /&gt;
|UsedBy = Brenodi Empire, Civilan Market&lt;br /&gt;
|Classes = Rifleman, Engineer, Grenadier, Scout&lt;br /&gt;
|Designer = [[Falcon Firearms Incorporated|Falcon Firearms Incorporated]]&lt;br /&gt;
|Designed = 148-AGC&lt;br /&gt;
|Manufacturer = [[Falcon Firearms Incorporated|Falcon Firearms Incorporated]]&lt;br /&gt;
|Produced = 151-AGC&lt;br /&gt;
|Variants = Mark 10, Mark 12, Model &#039;X&#039;&lt;br /&gt;
|Cartridge = [[.40 Falcon|.40 Falcon]],[[9mm Brenodi|9mm Brenodi]]&lt;br /&gt;
|Calibre = .40, 9x18mm&lt;br /&gt;
|Action = Short Recoil, Double-Action Only&lt;br /&gt;
|ROF = 300 RPM&lt;br /&gt;
|Range = 50M, 100 Max&lt;br /&gt;
|FeedSystem = &lt;br /&gt;
12 Round Box Magazine (.40) &lt;br /&gt;
15 Round Box Magazine (9MM)&lt;br /&gt;
|Sights = Double-Post Holographic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
When Brenodian troops came up against [[Northern Faction]] Special Forces, it was found the current Mark 9 Pistol was insufficient for dealing with modern threats. The Military Acquisition Board of the Brenodian Military put out a formal request in 148-AGC to all manufacturers to come up with a new &#039;Mark 10&#039; Sidearm for the Military. Several Sidearms were put forward towards this military trial two years later in 150-AGC. Ultimately the submission by Falcon Firearms survived all tests of the trials, capable of penetrating the new Northern Faction&#039;s Body Armor at 50 Meters utilizing a new proprietary cartridge, the [[.40 Falcon]]. Which was a massive improvement in ballistic capability over the older [[9mm Brenodi]] Cartridge.&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Weapons_of_the_Brenodi_Empire&amp;diff=9864</id>
		<title>Weapons of the Brenodi Empire</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Weapons_of_the_Brenodi_Empire&amp;diff=9864"/>
		<updated>2019-10-30T20:09:33Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brenodi Empire Weapons Appendix&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Note|As of 1.08, most weapons have seen balance changes and new visuals. Images shown here may have been replaced by improved versions.}}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Pistols&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Pistols are semi-automatic weapons designed for close quarter combat, although they can sometimes prove quite useful over longer ranges.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | [[Image:BE_PISTOL1_1.jpg|thumb|left|Falcon Manufacturing &amp;quot;X&amp;quot; Pistol]][[Image:BE_PISTOL1_2.jpg|thumb|left|Falcon Manufacturing &amp;quot;X&amp;quot; Pistol]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;[[Falcon Firearms Mark 10|Falcon Firearms Mark 10]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Standard issue Brenodi pistol. Useful in a pinch. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Falcon Manufacturing&#039;s X model is the tenth in their line of semi-automatic pistols manufactured exclusively for the Imperial Army. &lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 30&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 14&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 24 Rounds &lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Fair&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 300 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Semi-Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]], [[Scout]], [[Grenadier]], [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | [[Image:BE_PISTOL2_1.jpg|thumb|left|Falcon Manufacturing &amp;quot;Tundra Falcon&amp;quot; Pistol]][[Image:BE_PISTOL2_2.jpg|thumb|left|Falcon Manufacturing &amp;quot;Tundra Falcon&amp;quot; Pistol]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Falcon Manufacturing &amp;quot;Tundra Falcon&amp;quot; Pistol&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | A higher caliber version of its counterpart. It has a smaller clip, but each shot deals more damage.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | The &amp;quot;Tundra Falcon&amp;quot; earned it&#039;s name from it&#039;s use in the capture of [[Map:emp_glycencity|Glycen City]].&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 40&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 10&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 24 Rounds &lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Fair&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 130 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Semi-Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]], [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Submachine Guns&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Submachine Guns are automatic weapons designed for close to medium quarter combat. They have a high rate of fire, but a low damage potential.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | [[Image:BE_SMG1_1.jpg|thumb|left|Kren Industrial KR-3 SMG]][[Image:BE_SMG1_2.jpg|thumb|left|Kren Industrial KR-3 SMG]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Kren Industrial KR-3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Standard issue SMG. Accurate but weak.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Story goes here.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 24&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 30&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 120 Rounds&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Good&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 600 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Fully Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]], [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | [[Image:BE_SMG2_1.jpg|thumb|left|Kren Industrial NZ-0 SMG]][[Image:BE_SMG2_2.jpg|thumb|left|Kren Industrial NZ-0 SMG]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Kren Industrial NZ-0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | An average SMG with a good balance of firepower and accuracy. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Story goes here.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 14&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 30&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 120 Rounds&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Fair&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 700 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Fully Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]], [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Assault Rifles&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Rifles are (semi-)automatic weapons that are designed for all-range combat. They have a high rate of fire and a high damage potential.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | [[Image:BE_RIFLE1_1.jpg|thumb|left|Brenodi Empire L3 Assault Rifle]][[Image:BE_RIFLE1_2.jpg|thumb|left|Brenodi Empire L3 Standard Issue Assault Rifle]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Kren Industrial L3 Assault Rifle&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | The standard issue ranged rifle with iron sights for improved accuracy at range.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Kren Industrial&#039;s L3 Assault Rifle is the flagship rifle of the Imperial Army. The successor to the L2, the L3 was developed during the uprising of the Northern Faction. Differences between the L2 and L3 include the new ironsight aiming system, which allows for greater accuracy at long range. Some soldiers have complained that the ironsights block all peripheral vision, but others believe they are a welcome addition.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 35&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 30&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 150 Rounds&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Good&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 1080 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Fully Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | [[Image:BE_RIFLE2_1.jpg|thumb|left|Brenodi Empire L3-TUC3 Heavy Assault Rifle]][[Image:BE_RIFLE2_2.jpg|thumb|left|Brenodi Empire L3-TUC3 Heavy Assault Rifle]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Kren Industrial L3-TUC3 Heavy Assault Rifle&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | The TUC3 variant of the L3 assault rifle is chambered for larger rounds and modified with a larger clip.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | TUC3 stands for Total Urban Combat, and of course, is the successor to the L2-TUC2 rifle of the Kolntus-Emin war.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 50&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 40&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 150 Rounds&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Good&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 920 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Fully Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Machine Guns&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Kren Industrial DU-7 &amp;quot;The Duke&amp;quot; Heavy Machine Gun&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Equipped with a very large clip, this machine gun is ideal for suppressive fire.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;quot;The Duke&amp;quot; got it&#039;s name from the sheer power of the .50 BMG rounds it uses.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 25&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 200&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 400 Rounds&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Poor&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 920 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Fully Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Ranged Rifles&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | [[Image:BE_RR_1.jpg|thumb|left|Falcon Manufacturing BZ-S Ranged Rifle]][[Image:BE_RR_2.jpg|thumb|left|Falcon Manufacturing BZ-S Ranged Rifle]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Falcon Manufacturing BZ-S Scout Rifle&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Ranged rifle equipped with a good zoom but a small clip.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Story goes here.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 110&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 15&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 60 Rounds&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Excellent&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 48 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Bolt Action&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Anti-tank Weapons&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kren Industrial&#039;s DA-M14N Anti-Tank weapon has two selectable modes. It functions as a long range guided Rocket Launcher and as an arc-fired Mortar. A group of Imperial scouts has learned that the Northern Faction are secretly building an Air Force, and as a result, all DA-M14N&#039;s will soon be retrofitted with Anti-Air capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | [[Image:BE_MORTAR_1.jpg|thumb|left|Brenodi Empire DA-M14N Anti-Tank Weapon - Rocket Launcher]][[Image:BE_MORTAR_2.jpg|thumb|left|Brenodi Empire DA-M14N Anti-Tank Weapon - Mortar]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Kren Industrial DA-M14N - Rocket Launcher Configuration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Guided rocket launcher, well suited to the anti-armor role.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 80&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 1&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 5 Rockets&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Good&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 20 Rockets Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; |  ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Kren Industrial DA-M14N - Mortar Configuration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Long range mortar that must be propped in a crouch before firing. Its range makes it ideal for destroying structures.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 110&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 1&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 10 Rounds&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Excellent&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 15 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Explosives&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | [[Image:BE_MINE_1.jpg|thumb|left|Brenodi Empire Mine (Side)]][[Image:BE_MINE_2.jpg|thumb|left|Brenodi Empire Mine (Top)]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi Mine&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Defensive landmine that is effective for infantry and armor.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 110&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 5 Mines&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | [[Image:BE_GREN.jpg|thumb|left|Brenodi Empire Standard Issue Grenade]] ||&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Concussion Grenade&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | A blinding flash grenade that effects turrets and infantry.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Carry Limit || 5 Grenades&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Scout]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Explosive Grenade&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | A frag grenade that damages armor, buildings and infantry (damage dealt to buildings is reduced by 10).&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Carry Limit || 5 Grenades&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Seismic Grenade&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Extremely effective at destroying buildings and defensive structures.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Carry Limit || 5 Grenades&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Effective for assaults or temporary visual cover.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Carry Limit || 5 Grenades&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Scout]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Tip|You can prime grenades. All grenades have a fuse of 6 seconds (except the concussion grenade, it has a fuse of 4 seconds). Just hold the grenade as long as you deem necessary. When released, the fuse will keep running, and the grenade will explode prematurely. Use this to your advantage to give the enemy no chance to escape. A grenade will always retain a minimum fuse of 2 seconds. You cannot blow yourself up when priming a grenade.}}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Equipment&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Equipment are all hand-held objects that may prove useful to the playing class. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | [[Image:BE_BINOC.jpg|thumb|left|Brenodi Empire Binoculars]]||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Binoculars&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Used to observe enemy activity and call in strikes.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Class || [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | [[Image:BE_TOOL_2.jpg|thumb|left|Brenodi Empire Engineer Tool]][[Image:BE_TOOL_3.jpg|thumb|left|Brenodi Empire Engineer Tool]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Engineer Tool&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Used to build structures, heal units or deconstruct enemy structures / vehicles. Also used to place [[turrets]], [[walls]], [[Surveillance | surveillance gear]] and [[Ammo_Crates | ammo crates]].&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 26&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=.40_Falcon&amp;diff=9862</id>
		<title>.40 Falcon</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=.40_Falcon&amp;diff=9862"/>
		<updated>2019-10-30T20:01:25Z</updated>

		<summary type="html">&lt;p&gt;Lightning: Created page with &amp;quot;test&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;test&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Template:Infobox_Infantry_Weapon&amp;diff=9858</id>
		<title>Template:Infobox Infantry Weapon</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Template:Infobox_Infantry_Weapon&amp;diff=9858"/>
		<updated>2019-10-30T19:55:39Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{{Name}}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; | [[File:{{{Picture}}}|200px|{{{Picture}}}]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Service History&lt;br /&gt;
|-&lt;br /&gt;
! In Service&lt;br /&gt;
| {{{InService}}}&lt;br /&gt;
|-&lt;br /&gt;
! Used By&lt;br /&gt;
| {{{UsedBy}}}&lt;br /&gt;
|-&lt;br /&gt;
! Classes&lt;br /&gt;
| {{{Classes}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Production History&lt;br /&gt;
|-&lt;br /&gt;
! Designer&lt;br /&gt;
| {{{Designer}}}&lt;br /&gt;
|-&lt;br /&gt;
! Designed&lt;br /&gt;
| {{{Designed}}}&lt;br /&gt;
|-&lt;br /&gt;
! Manufacturer&lt;br /&gt;
| {{{Manufacturer}}}&lt;br /&gt;
|-&lt;br /&gt;
! Produced&lt;br /&gt;
| {{{Produced}}}&lt;br /&gt;
|-&lt;br /&gt;
! Variants&lt;br /&gt;
| {{{Variants}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Specifications&lt;br /&gt;
|-&lt;br /&gt;
! Cartridge&lt;br /&gt;
| {{{Cartridge}}}&lt;br /&gt;
|-&lt;br /&gt;
! Calibre&lt;br /&gt;
| {{{Calibre}}}&lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
| {{{Action}}}&lt;br /&gt;
|-&lt;br /&gt;
! Rate of Fire&lt;br /&gt;
| {{{ROF}}}&lt;br /&gt;
|-&lt;br /&gt;
! Effective Range&lt;br /&gt;
| {{{Range}}}&lt;br /&gt;
|-&lt;br /&gt;
! Feed System&lt;br /&gt;
| {{{FeedSystem}}}&lt;br /&gt;
|-&lt;br /&gt;
! Sights&lt;br /&gt;
| {{{Sights}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Template:Infobox_Infantry_Weapon&amp;diff=9857</id>
		<title>Template:Infobox Infantry Weapon</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Template:Infobox_Infantry_Weapon&amp;diff=9857"/>
		<updated>2019-10-30T19:46:21Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{{Name}}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; | [[File:{{{Picture}}}|200px|{{{Picture}}}]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Service History&lt;br /&gt;
|-&lt;br /&gt;
! In Service&lt;br /&gt;
| {{{InService}}}&lt;br /&gt;
|-&lt;br /&gt;
! Used By&lt;br /&gt;
| {{{UsedBy}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Production History&lt;br /&gt;
|-&lt;br /&gt;
! Designer&lt;br /&gt;
| {{{Designer}}}&lt;br /&gt;
|-&lt;br /&gt;
! Designed&lt;br /&gt;
| {{{Designed}}}&lt;br /&gt;
|-&lt;br /&gt;
! Manufacturer&lt;br /&gt;
| {{{Manufacturer}}}&lt;br /&gt;
|-&lt;br /&gt;
! Produced&lt;br /&gt;
| {{{Produced}}}&lt;br /&gt;
|-&lt;br /&gt;
! Variants&lt;br /&gt;
| {{{Variants}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Specifications&lt;br /&gt;
|-&lt;br /&gt;
! Cartridge&lt;br /&gt;
| {{{Cartridge}}}&lt;br /&gt;
|-&lt;br /&gt;
! Calibre&lt;br /&gt;
| {{{Calibre}}}&lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
| {{{Action}}}&lt;br /&gt;
|-&lt;br /&gt;
! Rate of Fire&lt;br /&gt;
| {{{ROF}}}&lt;br /&gt;
|-&lt;br /&gt;
! Effective Range&lt;br /&gt;
| {{{Range}}}&lt;br /&gt;
|-&lt;br /&gt;
! Feed System&lt;br /&gt;
| {{{FeedSystem}}}&lt;br /&gt;
|-&lt;br /&gt;
! Sights&lt;br /&gt;
| {{{Sights}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Templates&amp;diff=9856</id>
		<title>Templates</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Templates&amp;diff=9856"/>
		<updated>2019-10-30T12:11:41Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Templates}}&lt;br /&gt;
&lt;br /&gt;
The following templates may be used within the wiki pages to reduce redundancy and allow for easy mass updates.&lt;br /&gt;
== Templates ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 85%; border: gray solid 1px; border-collapse: collapse; text-align: left; width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Do|Do]]&lt;br /&gt;
| [[Special:Whatlinkshere/Template:Do|backlinks]]&lt;br /&gt;
| {{Do|some text}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Fixme|Fixme]]&lt;br /&gt;
| [[Special:Whatlinkshere/Template:Fixme|backlinks]]&lt;br /&gt;
| {{Fixme|some text}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Inuse|Inuse]]&lt;br /&gt;
| [[Special:Whatlinkshere/Template:Inuse|backlinks]]&lt;br /&gt;
| {{Inuse}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:See|See]]&lt;br /&gt;
| [[Special:Whatlinkshere/Template:See|backlinks]]&lt;br /&gt;
| {{See|[[some text]]}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Stub|Stub]] ([[Stub|topic]])&lt;br /&gt;
| [[Special:Whatlinkshere/Template:Stub|backlinks]]&lt;br /&gt;
| {{stub}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Note|Note]]&lt;br /&gt;
| [[Special:Whatlinkshere/Template:Note|backlinks]]&lt;br /&gt;
| {{Note|some text}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Tip|Tip]]&lt;br /&gt;
| [[Special:Whatlinkshere/Template:Tip|backlinks]]&lt;br /&gt;
| {{Tip|some text}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Warning|Warning]]&lt;br /&gt;
| [[Special:Whatlinkshere/Template:Warning|backlinks]]&lt;br /&gt;
| {{Warning|some text}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Wrongtitle|Wrongtitle]]&lt;br /&gt;
| [[Special:Whatlinkshere/Template:Wrongtitle|backlinks]]&lt;br /&gt;
| {{Wrongtitle|some_text}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Sitenav|Sitenav]]&lt;br /&gt;
| [[Special:Whatlinkshere/Template:Sitenav|backlinks]]&lt;br /&gt;
| {{Sitenav|Templates}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:SitenavNested|SitenavNested]]&lt;br /&gt;
| [[Special:Whatlinkshere/Template:SitenavNested|backlinks]]&lt;br /&gt;
| {{SitenavNested|Special:Categories|Inbetween link}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Infoboxes =&lt;br /&gt;
[[Template:Infobox_Infantry_Weapon|Infobox_Infantry_Weapon]]&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Template:Infobox_Infantry_Weapon&amp;diff=9855</id>
		<title>Template:Infobox Infantry Weapon</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Template:Infobox_Infantry_Weapon&amp;diff=9855"/>
		<updated>2019-10-29T22:33:08Z</updated>

		<summary type="html">&lt;p&gt;Lightning: Created page with &amp;quot;{| style=&amp;quot;float: right;&amp;quot; class=&amp;quot;wikitable&amp;quot; |+ Weapon |- ! colspan=&amp;quot;2&amp;quot; | {{{Name}}} |- | align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; | {{{Picture}}} |- ! colspan=&amp;quot;2...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{{Name}}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; | [[File:{{{Picture}}}|200px|{{{Picture}}}]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{{Service History}}}&lt;br /&gt;
|-&lt;br /&gt;
! In Service&lt;br /&gt;
| {{{InService}}}&lt;br /&gt;
|-&lt;br /&gt;
! Used By&lt;br /&gt;
| {{{UsedBy}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{{Production History}}}&lt;br /&gt;
|-&lt;br /&gt;
! Designer&lt;br /&gt;
| {{{Designer}}}&lt;br /&gt;
|-&lt;br /&gt;
! Designed&lt;br /&gt;
| {{{Designed}}}&lt;br /&gt;
|-&lt;br /&gt;
! Manufacturer&lt;br /&gt;
| {{{Manufacturer}}}&lt;br /&gt;
|-&lt;br /&gt;
! Produced&lt;br /&gt;
| {{{Produced}}}&lt;br /&gt;
|-&lt;br /&gt;
! Variants&lt;br /&gt;
| {{{Variants}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{{Production History}}}&lt;br /&gt;
|-&lt;br /&gt;
! Designer&lt;br /&gt;
| {{{Designer}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Weapons_of_the_Brenodi_Empire&amp;diff=9852</id>
		<title>Weapons of the Brenodi Empire</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Weapons_of_the_Brenodi_Empire&amp;diff=9852"/>
		<updated>2019-10-29T18:56:25Z</updated>

		<summary type="html">&lt;p&gt;Lightning: Testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brenodi Empire Weapons Appendix&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Note|As of 1.08, most weapons have seen balance changes and new visuals. Images shown here may have been replaced by improved versions.}}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Pistols&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Pistols are semi-automatic weapons designed for close quarter combat, although they can sometimes prove quite useful over longer ranges.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | [[Image:BE_PISTOL1_1.jpg|thumb|left|Falcon Manufacturing &amp;quot;X&amp;quot; Pistol]][[Image:BE_PISTOL1_2.jpg|thumb|left|Falcon Manufacturing &amp;quot;X&amp;quot; Pistol]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;[[Falcon Manufacturing &amp;quot;X&amp;quot; Pistol|Falcon Manufacturing X Pistol]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Standard issue Brenodi pistol. Useful in a pinch. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Falcon Manufacturing&#039;s X model is the tenth in their line of semi-automatic pistols manufactured exclusively for the Imperial Army. &lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 30&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 14&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 24 Rounds &lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Fair&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 300 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Semi-Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]], [[Scout]], [[Grenadier]], [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | [[Image:BE_PISTOL2_1.jpg|thumb|left|Falcon Manufacturing &amp;quot;Tundra Falcon&amp;quot; Pistol]][[Image:BE_PISTOL2_2.jpg|thumb|left|Falcon Manufacturing &amp;quot;Tundra Falcon&amp;quot; Pistol]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Falcon Manufacturing &amp;quot;Tundra Falcon&amp;quot; Pistol&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | A higher caliber version of its counterpart. It has a smaller clip, but each shot deals more damage.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | The &amp;quot;Tundra Falcon&amp;quot; earned it&#039;s name from it&#039;s use in the capture of [[Map:emp_glycencity|Glycen City]].&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 40&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 10&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 24 Rounds &lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Fair&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 130 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Semi-Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]], [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Submachine Guns&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Submachine Guns are automatic weapons designed for close to medium quarter combat. They have a high rate of fire, but a low damage potential.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | [[Image:BE_SMG1_1.jpg|thumb|left|Kren Industrial KR-3 SMG]][[Image:BE_SMG1_2.jpg|thumb|left|Kren Industrial KR-3 SMG]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Kren Industrial KR-3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Standard issue SMG. Accurate but weak.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Story goes here.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 24&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 30&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 120 Rounds&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Good&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 600 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Fully Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]], [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | [[Image:BE_SMG2_1.jpg|thumb|left|Kren Industrial NZ-0 SMG]][[Image:BE_SMG2_2.jpg|thumb|left|Kren Industrial NZ-0 SMG]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Kren Industrial NZ-0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | An average SMG with a good balance of firepower and accuracy. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Story goes here.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 14&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 30&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 120 Rounds&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Fair&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 700 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Fully Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]], [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Assault Rifles&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Rifles are (semi-)automatic weapons that are designed for all-range combat. They have a high rate of fire and a high damage potential.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | [[Image:BE_RIFLE1_1.jpg|thumb|left|Brenodi Empire L3 Assault Rifle]][[Image:BE_RIFLE1_2.jpg|thumb|left|Brenodi Empire L3 Standard Issue Assault Rifle]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Kren Industrial L3 Assault Rifle&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | The standard issue ranged rifle with iron sights for improved accuracy at range.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Kren Industrial&#039;s L3 Assault Rifle is the flagship rifle of the Imperial Army. The successor to the L2, the L3 was developed during the uprising of the Northern Faction. Differences between the L2 and L3 include the new ironsight aiming system, which allows for greater accuracy at long range. Some soldiers have complained that the ironsights block all peripheral vision, but others believe they are a welcome addition.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 35&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 30&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 150 Rounds&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Good&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 1080 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Fully Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | [[Image:BE_RIFLE2_1.jpg|thumb|left|Brenodi Empire L3-TUC3 Heavy Assault Rifle]][[Image:BE_RIFLE2_2.jpg|thumb|left|Brenodi Empire L3-TUC3 Heavy Assault Rifle]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Kren Industrial L3-TUC3 Heavy Assault Rifle&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | The TUC3 variant of the L3 assault rifle is chambered for larger rounds and modified with a larger clip.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | TUC3 stands for Total Urban Combat, and of course, is the successor to the L2-TUC2 rifle of the Kolntus-Emin war.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 50&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 40&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 150 Rounds&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Good&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 920 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Fully Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Machine Guns&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Kren Industrial DU-7 &amp;quot;The Duke&amp;quot; Heavy Machine Gun&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Equipped with a very large clip, this machine gun is ideal for suppressive fire.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;quot;The Duke&amp;quot; got it&#039;s name from the sheer power of the .50 BMG rounds it uses.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 25&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 200&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 400 Rounds&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Poor&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 920 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Fully Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Ranged Rifles&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | [[Image:BE_RR_1.jpg|thumb|left|Falcon Manufacturing BZ-S Ranged Rifle]][[Image:BE_RR_2.jpg|thumb|left|Falcon Manufacturing BZ-S Ranged Rifle]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Falcon Manufacturing BZ-S Scout Rifle&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Ranged rifle equipped with a good zoom but a small clip.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Story goes here.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 110&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 15&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 60 Rounds&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Excellent&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 48 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Bolt Action&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Anti-tank Weapons&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kren Industrial&#039;s DA-M14N Anti-Tank weapon has two selectable modes. It functions as a long range guided Rocket Launcher and as an arc-fired Mortar. A group of Imperial scouts has learned that the Northern Faction are secretly building an Air Force, and as a result, all DA-M14N&#039;s will soon be retrofitted with Anti-Air capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | [[Image:BE_MORTAR_1.jpg|thumb|left|Brenodi Empire DA-M14N Anti-Tank Weapon - Rocket Launcher]][[Image:BE_MORTAR_2.jpg|thumb|left|Brenodi Empire DA-M14N Anti-Tank Weapon - Mortar]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Kren Industrial DA-M14N - Rocket Launcher Configuration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Guided rocket launcher, well suited to the anti-armor role.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 80&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 1&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 5 Rockets&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Good&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 20 Rockets Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; |  ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Kren Industrial DA-M14N - Mortar Configuration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Long range mortar that must be propped in a crouch before firing. Its range makes it ideal for destroying structures.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 110&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 1&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 10 Rounds&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Excellent&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 15 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Explosives&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | [[Image:BE_MINE_1.jpg|thumb|left|Brenodi Empire Mine (Side)]][[Image:BE_MINE_2.jpg|thumb|left|Brenodi Empire Mine (Top)]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi Mine&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Defensive landmine that is effective for infantry and armor.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 110&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 5 Mines&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | [[Image:BE_GREN.jpg|thumb|left|Brenodi Empire Standard Issue Grenade]] ||&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Concussion Grenade&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | A blinding flash grenade that effects turrets and infantry.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Carry Limit || 5 Grenades&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Scout]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Explosive Grenade&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | A frag grenade that damages armor, buildings and infantry (damage dealt to buildings is reduced by 10).&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Carry Limit || 5 Grenades&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Seismic Grenade&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Extremely effective at destroying buildings and defensive structures.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Carry Limit || 5 Grenades&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Effective for assaults or temporary visual cover.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Carry Limit || 5 Grenades&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Scout]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Tip|You can prime grenades. All grenades have a fuse of 6 seconds (except the concussion grenade, it has a fuse of 4 seconds). Just hold the grenade as long as you deem necessary. When released, the fuse will keep running, and the grenade will explode prematurely. Use this to your advantage to give the enemy no chance to escape. A grenade will always retain a minimum fuse of 2 seconds. You cannot blow yourself up when priming a grenade.}}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Equipment&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Equipment are all hand-held objects that may prove useful to the playing class. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | [[Image:BE_BINOC.jpg|thumb|left|Brenodi Empire Binoculars]]||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Binoculars&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Used to observe enemy activity and call in strikes.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Class || [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;450px&amp;quot; | [[Image:BE_TOOL_2.jpg|thumb|left|Brenodi Empire Engineer Tool]][[Image:BE_TOOL_3.jpg|thumb|left|Brenodi Empire Engineer Tool]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Engineer Tool&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Used to build structures, heal units or deconstruct enemy structures / vehicles. Also used to place [[turrets]], [[walls]], [[Surveillance | surveillance gear]] and [[Ammo_Crates | ammo crates]].&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 26&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Refinery&amp;diff=9851</id>
		<title>Refinery</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Refinery&amp;diff=9851"/>
		<updated>2019-10-29T18:47:54Z</updated>

		<summary type="html">&lt;p&gt;Lightning: Grammatical and Formatting changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BuildingOverview}}&lt;br /&gt;
&lt;br /&gt;
[[Image:IMPRefinery.jpg|thumb|right|Brenodi Empire Refinery]]&lt;br /&gt;
[[Image:be_refinery.gif|thumb|right|Brenodi Empire Refinery: Height Comparison]]&lt;br /&gt;
[[Image:NFRefinery.jpg|thumb|right|Northern Faction Refinery]]&lt;br /&gt;
[[Image:nf_refinery.gif|thumb|right|Northern Faction Refinery: Height Comparison]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Function=&lt;br /&gt;
All armies require [[resources]] to function, and the refinery provides them. By building refineries on [[Resource Node|Resource Nodes]], your faction gains resources periodically for each operational refinery.&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
*Cost : 100&lt;br /&gt;
*Health when initially built : 25&lt;br /&gt;
*Maximum health : 150&lt;br /&gt;
*Weapons that cannot harm vehicles are not able to harm this building.&lt;br /&gt;
&lt;br /&gt;
=Tips=&lt;br /&gt;
{{Tip|It is generally a good idea to build turrets and walls near refineries to prevent their destruction by enemies.}}&lt;br /&gt;
{{Note|Depending on the [[Maps|map]] or the [[Gameplay_Types|play mode]], refineries may be the only way of generating resources for your faction.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures|Refinery]]&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Surveillance&amp;diff=9850</id>
		<title>Surveillance</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Surveillance&amp;diff=9850"/>
		<updated>2019-10-29T18:45:25Z</updated>

		<summary type="html">&lt;p&gt;Lightning: Images for the new BE Camera, some other changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BuildingOverview}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Camera.jpg|thumb|right|Nothern Faction Surveillance Camera]]&lt;br /&gt;
[[Image:IMPRadarDish2.jpg|thumb|right|Nothern Faction Surveillance Radar Dish]]&lt;br /&gt;
[[File:Imperial Engineer Camera.png|thumb|left|Brenodi Empire Surveillance Camera]]&lt;br /&gt;
[[File:Imperial Engineer Radar.png|thumb|left|Brenodi Empire Surveillance Radar Dish]]&lt;br /&gt;
&lt;br /&gt;
= Function =&lt;br /&gt;
[[Engineer|Engineers]] can construct a single camera or radar dish. The camera will reveal enemy infantry on the mini-map and the radar dish will reveal enemy [[vehicles]] and [[structures]]. Also, the enemy units will have an orange diamond drawn around them on your HUD if they are in the Surveillance Equipment area of effect. You will be able to see it even from behind terrain and obstacles. When a [[Engineer|engineer]] reaches the rank of [[Skills#Overview|Staff Sergeant]] They are able to build a second piece of Surveillance Equipment&lt;br /&gt;
&lt;br /&gt;
{{Tip|It is possible to destroy Surveillance Equipment using small arms fire -- which includes bullets and melee attacks.}}&lt;br /&gt;
[[Category:Structures|Surveillance]]&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Imperial_Engineer_Radar.png&amp;diff=9849</id>
		<title>File:Imperial Engineer Radar.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Imperial_Engineer_Radar.png&amp;diff=9849"/>
		<updated>2019-10-29T18:43:50Z</updated>

		<summary type="html">&lt;p&gt;Lightning: Screenshot of The Brenodi Empires Current Engineer Radar Model&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot of The Brenodi Empires Current Engineer Radar Model&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Imperial_Engineer_Camera.png&amp;diff=9848</id>
		<title>File:Imperial Engineer Camera.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Imperial_Engineer_Camera.png&amp;diff=9848"/>
		<updated>2019-10-29T18:41:52Z</updated>

		<summary type="html">&lt;p&gt;Lightning: Screenshot of the latest model of the BE Camera&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot of the latest model of the BE Camera&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Armory&amp;diff=9847</id>
		<title>Armory</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Armory&amp;diff=9847"/>
		<updated>2019-10-29T18:35:11Z</updated>

		<summary type="html">&lt;p&gt;Lightning: Amended misinformation, added a new tip and fixed formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BuildingOverview}}&lt;br /&gt;
&lt;br /&gt;
[[Image:NFarmory2.jpg|thumb|right|Northern Faction Armory]]&lt;br /&gt;
[[Image:nf_armory.gif|thumb|right|Northern Faction Armory: Height Comparison]]&lt;br /&gt;
[[Image:Brenodi_armory.jpg|thumb|right|Brenodi Empire Armory]]&lt;br /&gt;
[[Image:be_armory.gif|thumb|right|Brenodi Empire Armory: Height Comparison]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Function =&lt;br /&gt;
The armory contains [[Ammo Crates]] which allows an infantryman to resupply their ammunition and heal themselves on the frontline. Like the [[Barracks]], players may change their class here. Vehicles may also resupply their ammunition while in the vicinity of an armory. &lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
*Cost : 75&lt;br /&gt;
*Health when initially built : 25&lt;br /&gt;
*Maximum health : 100&lt;br /&gt;
*Weapons that cannot harm vehicles are not able to harm this building.&lt;br /&gt;
&lt;br /&gt;
= Infantry Tips =&lt;br /&gt;
{{Tip|While you may not be able to hear your enemies reloading and cocking their weapons, what you can hear is when they are opening ammunition and health crates. If you hear this sound, chances are good that your opponent is preoccupied with loading up on supplies and will be easily caught off guard. If you hear that familiar &#039;click&#039; then charge in, guns blazing!}}&lt;br /&gt;
&lt;br /&gt;
{{Tip|To instantly reload all your weapons, press the loadout button (&#039;&#039;&#039;B&#039;&#039;&#039; by default) while inside an armory or barrack, then click &amp;quot;Accept&amp;quot;. This may give you a split-second advantage you would have otherwise lost.}}&lt;br /&gt;
&lt;br /&gt;
((Tip|The Brenodi Empire Armory has two different entrances, use this to your advantage when attacking one.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures|Armory]]&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Ammo_Crates&amp;diff=9846</id>
		<title>Ammo Crates</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Ammo_Crates&amp;diff=9846"/>
		<updated>2019-10-29T18:26:54Z</updated>

		<summary type="html">&lt;p&gt;Lightning: - Ammended Staff Sergeant+ being able to place crates infinitely, changed it to 60 second cooldown&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BuildingOverview}}&lt;br /&gt;
&lt;br /&gt;
[[Image:NFAmmoCrate.jpg|thumb|right|Northern Faction Ammunition Crate]]&lt;br /&gt;
[[Image:IMPCrates.jpg|thumb|right|Imperial Medical and Ammunition Crates]]&lt;br /&gt;
[[Image:NFCrates.jpg|thumb|right|Northern Faction Medical and Ammunition Crates]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Function =&lt;br /&gt;
Ammunition and Medical crates are boxes from which players may refill their ammo. Ammunition crates will always prioritize ammo for the weapon you are currently holding, and only once you have reached the maximum will it begin to restock your other weapons. It will only restock one magazine at a time.&lt;br /&gt;
&lt;br /&gt;
A temporary ammo crate can be placed anywhere on the map by an [[Engineer|engineer]].  Ammunition crates will last for 120 seconds, although they will take 200 seconds until another may be placed. Ammunition and Medical crates can also be found inside an [[Armory]] and in various locations on some maps alongside health crates. Upon reaching Staff Sergeant, the Engineer may place Ammunition crates at an increased rate, as the cooldown timer is reduced to 60 seconds.&lt;br /&gt;
&lt;br /&gt;
= Tips =&lt;br /&gt;
&lt;br /&gt;
{{Tip|To use an ammo crate, target it in your crosshair and press the &#039;use&#039; button (default: &#039;e&#039;).}}&lt;br /&gt;
&lt;br /&gt;
{{Tip|Due to its size, the NF ammo crate can be used as quick and temporary cover in many areas.}}&lt;br /&gt;
&lt;br /&gt;
{{Tip|Vehicles can have their ammunition resupplied if an [[Engineer|engineer]] places one down nearby.}}&lt;br /&gt;
[[Category:Structures|Ammo Crates]]&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Ammo_Crates&amp;diff=9845</id>
		<title>Ammo Crates</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Ammo_Crates&amp;diff=9845"/>
		<updated>2019-10-29T18:18:25Z</updated>

		<summary type="html">&lt;p&gt;Lightning: Minor Grammatical Changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BuildingOverview}}&lt;br /&gt;
&lt;br /&gt;
[[Image:NFAmmoCrate.jpg|thumb|right|Northern Faction Ammunition Crate]]&lt;br /&gt;
[[Image:IMPCrates.jpg|thumb|right|Imperial Ammunition and Medical Crates]]&lt;br /&gt;
[[Image:NFCrates.jpg|thumb|right|Northern Faction Ammunition and Medical Crates]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Function =&lt;br /&gt;
Ammunition crates are boxes from which players may refill their ammo. It is important to note that you do not spawn with the maximum allotted ammo, and so may increase the amount you are carrying even before you go into combat. Ammunition crates will always prioritize ammo for the weapon you are currently holding, and only once you have reached the maximum will it begin to restock your other weapons.&lt;br /&gt;
&lt;br /&gt;
A temporary ammo crate can be placed anywhere on the map by an [[Engineer|engineer]].  Ammunition crates will last for 120 seconds, although they will take 200 seconds until another may be placed. Ammo crates can also be found inside an [[Armory]] and in various locations on some maps alongside health crates. Upon reaching Staff Sergeant, the Engineer may place an unlimited amount of crates, as the cooldown timer is set to 0.&lt;br /&gt;
&lt;br /&gt;
{{Tip|To use an ammo crate, target it in your crosshair and press the &#039;use&#039; button (default: &#039;e&#039;).}}&lt;br /&gt;
&lt;br /&gt;
{{Tip|Due to its size, the NF ammo crate can be used as quick and temporary cover in many areas.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures|Ammo Crates]]&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=VehicleScript.massoverride&amp;diff=8589</id>
		<title>VehicleScript.massoverride</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=VehicleScript.massoverride&amp;diff=8589"/>
		<updated>2017-03-04T02:12:39Z</updated>

		<summary type="html">&lt;p&gt;Lightning: Created page with &amp;quot;This overrides the default value for the mass of a vehicle (default is whatever the HL2 jeep is)  prefix: &amp;lt;pre&amp;gt; &amp;quot;massoverride&amp;quot;		&amp;quot;Integer&amp;quot; or &amp;quot;massoverride&amp;quot;		&amp;quot;1800&amp;quot; &amp;lt;/pre&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This overrides the default value for the mass of a vehicle (default is whatever the HL2 jeep is)&lt;br /&gt;
&lt;br /&gt;
prefix:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;massoverride&amp;quot;		&amp;quot;Integer&amp;quot;&lt;br /&gt;
or&lt;br /&gt;
&amp;quot;massoverride&amp;quot;		&amp;quot;1800&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=VehicleHandlingScripts&amp;diff=8588</id>
		<title>VehicleHandlingScripts</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=VehicleHandlingScripts&amp;diff=8588"/>
		<updated>2017-03-04T02:00:20Z</updated>

		<summary type="html">&lt;p&gt;Lightning: /* body */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ScriptingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Overview==&lt;br /&gt;
Vehicle handling scripts have quite a few variables. This tries to describe the parameters you can use to fine tune vehicle handling.&lt;br /&gt;
&lt;br /&gt;
Also see: https://developer.valvesoftware.com/wiki/Vehicles_(Scripting_Parameters)&lt;br /&gt;
&lt;br /&gt;
==vehicle Properties==&lt;br /&gt;
&lt;br /&gt;
===body===&lt;br /&gt;
[[VehicleScript.massCenterOverride | massCenterOverride]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[VehicleScript.massoverride | massoverride]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[VehicleScript.addgravity | addgravity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[VehicleScript.maxangularvelocity | maxangularvelocity]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===engine===&lt;br /&gt;
[[VehicleScript.horsepower | horsepower]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[VehicleScript.maxrpm | maxrpm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[VehicleScript.maxspeed | maxspeed]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===steering===&lt;br /&gt;
[[VehicleScript.degreesSlow | degreesSlow]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===axle===&lt;br /&gt;
A vehicle can have multiple axle definitions.&lt;br /&gt;
&lt;br /&gt;
[[VehicleScript.torquefactor | torquefactor]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==vehicle_sounds Properties==&lt;br /&gt;
A vehicle_sounds entry can have multiple of the following sections:&lt;br /&gt;
&lt;br /&gt;
===state===&lt;br /&gt;
[[VehicleScript.SoundState.Name | Name]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Scripting]]&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:Lightning&amp;diff=8587</id>
		<title>User:Lightning</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:Lightning&amp;diff=8587"/>
		<updated>2017-03-04T01:56:16Z</updated>

		<summary type="html">&lt;p&gt;Lightning: Created page with &amp;quot; Hi, Welcome to my profile  ===What i Do===  I work on the Handling Scripts for Empires right now, the wiki section for those can be found here: Here&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Hi, Welcome to my profile&lt;br /&gt;
&lt;br /&gt;
===What i Do=== &lt;br /&gt;
I work on the Handling Scripts for Empires right now, the wiki section for those can be found here: [[VehicleHandlingScripts|Here]]&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=VehicleScript.massCenterOverride&amp;diff=8582</id>
		<title>VehicleScript.massCenterOverride</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=VehicleScript.massCenterOverride&amp;diff=8582"/>
		<updated>2017-03-02T20:53:56Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
massCenterOverride does exactly as you would think, overrides where the central point of gravity on a vehicle is&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prefix&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;massCenterOverride&amp;quot;	&amp;quot;0 10 -1.5&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
- First coordinate moves the center left/right (Strongly advise against changing it if you don&#039;t want a lop-sided vehicle&amp;lt;br&amp;gt;&lt;br /&gt;
- Second coordinate moves the center front/back&amp;lt;br&amp;gt;&lt;br /&gt;
- Third coordinate moves the center up/down&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Quote from Viromans old jeep script which contains alot of useful information:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;massCenterOverride&amp;quot;	&amp;quot;0 10 -1.5&amp;quot;&lt;br /&gt;
			// leave at vec3_origin for no override - duke edit - as steve mentioned, this greatly affects wether it rolls or not, and setting it higher (So the center is higher up) tends to lower to tendency to flip&lt;br /&gt;
			// Drag: First coordinate moves center left/right (don&#039;t change it), second : front, rear --&amp;gt; setting it &amp;lt;0 limits the turning ability of a tank &amp;quot;on spot&amp;quot; and a bit on the move, setting it &amp;gt; 0 makes turning slower in the beginning and way faster if you keep the keys pressed  ; third: up/down --&amp;gt; moving it up? (-) counters flipping but hinders hill climbing&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=VehicleScript.massCenterOverride&amp;diff=8581</id>
		<title>VehicleScript.massCenterOverride</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=VehicleScript.massCenterOverride&amp;diff=8581"/>
		<updated>2017-03-02T20:53:08Z</updated>

		<summary type="html">&lt;p&gt;Lightning: Created page with &amp;quot; massCenterOverride does exactly as you would think, overrides where the central point of gravity on a vehicle is  &amp;#039;&amp;#039;&amp;#039;Prefix&amp;#039;&amp;#039;&amp;#039; &amp;lt;pre&amp;gt; &amp;quot;massCenterOverride&amp;quot;	&amp;quot;0 10 -1.5&amp;quot; &amp;lt;/pre&amp;gt; -...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
massCenterOverride does exactly as you would think, overrides where the central point of gravity on a vehicle is&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prefix&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;massCenterOverride&amp;quot;	&amp;quot;0 10 -1.5&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
- First coordinate moves the center left/right (Strongly advise against changing it if you don&#039;t want a lop-sided vehicle&lt;br /&gt;
- Second coordinate moves the center front/back&lt;br /&gt;
- Third coordinate moves the center up/down&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Quote from Viromans old jeep script which contains alot of useful information:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;massCenterOverride&amp;quot;	&amp;quot;0 10 -1.5&amp;quot;&lt;br /&gt;
			// leave at vec3_origin for no override - duke edit - as steve mentioned, this greatly affects wether it rolls or not, and setting it higher (So the center is higher up) tends to lower to tendency to flip&lt;br /&gt;
			// Drag: First coordinate moves center left/right (don&#039;t change it), second : front, rear --&amp;gt; setting it &amp;lt;0 limits the turning ability of a tank &amp;quot;on spot&amp;quot; and a bit on the move, setting it &amp;gt; 0 makes turning slower in the beginning and way faster if you keep the keys pressed  ; third: up/down --&amp;gt; moving it up? (-) counters flipping but hinders hill climbing&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=VehicleHandlingScripts&amp;diff=8580</id>
		<title>VehicleHandlingScripts</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=VehicleHandlingScripts&amp;diff=8580"/>
		<updated>2017-03-02T20:43:41Z</updated>

		<summary type="html">&lt;p&gt;Lightning: /* engine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ScriptingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Overview==&lt;br /&gt;
Vehicle handling scripts have quite a few variables. This tries to describe the parameters you can use to fine tune vehicle handling.&lt;br /&gt;
&lt;br /&gt;
Also see: https://developer.valvesoftware.com/wiki/Vehicles_(Scripting_Parameters)&lt;br /&gt;
&lt;br /&gt;
==vehicle Properties==&lt;br /&gt;
&lt;br /&gt;
===body===&lt;br /&gt;
[[VehicleScript.massCenterOverride | massCenterOverride]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===engine===&lt;br /&gt;
[[VehicleScript.horsepower | horsepower]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[VehicleScript.maxrpm | maxrpm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[VehicleScript.maxspeed | maxspeed]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===steering===&lt;br /&gt;
[[VehicleScript.degreesSlow | degreesSlow]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===axle===&lt;br /&gt;
A vehicle can have multiple axle definitions.&lt;br /&gt;
&lt;br /&gt;
[[VehicleScript.torquefactor | torquefactor]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==vehicle_sounds Properties==&lt;br /&gt;
A vehicle_sounds entry can have multiple of the following sections:&lt;br /&gt;
&lt;br /&gt;
===state===&lt;br /&gt;
[[VehicleScript.SoundState.Name | Name]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Scripting]]&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:VehicleHandlingScripts&amp;diff=8578</id>
		<title>Talk:VehicleHandlingScripts</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:VehicleHandlingScripts&amp;diff=8578"/>
		<updated>2017-03-02T20:41:36Z</updated>

		<summary type="html">&lt;p&gt;Lightning: Created page with &amp;quot;&amp;lt;pre&amp;gt; Viromans Jeep Script - Given to me by Lazybum - Lightning // Brenodi Empire Jeep;   &amp;quot;vehicle&amp;quot; { 	//&amp;quot;gravity&amp;quot;			&amp;quot;10&amp;quot; 	//&amp;quot;max_traction_force&amp;quot;	&amp;quot;240000&amp;quot;	// Acceleration limi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
Viromans Jeep Script - Given to me by Lazybum - Lightning&lt;br /&gt;
// Brenodi Empire Jeep; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;vehicle&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	//&amp;quot;gravity&amp;quot;			&amp;quot;10&amp;quot;&lt;br /&gt;
	//&amp;quot;max_traction_force&amp;quot;	&amp;quot;240000&amp;quot;	// Acceleration limit per wheel :)&lt;br /&gt;
	//&amp;quot;max_traction_slip&amp;quot;		&amp;quot;6&amp;quot;		// This value describes at what spin value the wheels will be most efficient. Normaly should be set to 6.&lt;br /&gt;
	//&amp;quot;gravity&amp;quot;			&amp;quot;700&amp;quot;		// gravity acceleration in inches/s^2. Normally should be set to ~400&lt;br /&gt;
	//&amp;quot;engine_max_torque&amp;quot;		&amp;quot;18000000&amp;quot;	// Higher values increase acceleration and top speed&lt;br /&gt;
	//&amp;quot;air_drag&amp;quot;			&amp;quot;5&amp;quot;		//0.8 This value affects acceleration, top speed and wheel spin. Affects the vehicle mostly on high speeds.&lt;br /&gt;
	//&amp;quot;damage_collision_modifier&amp;quot;			&amp;quot;100.0&amp;quot; &amp;lt;-- doesn&#039;t work&lt;br /&gt;
	//&amp;quot;ground_resistance&amp;quot;		&amp;quot;4&amp;quot;		// This value affects acceleration, top speed and wheel spin. Affects the vehicle mostly on low speeds.&lt;br /&gt;
	&amp;quot;body&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		//countertorquefactor&amp;quot;	&amp;quot;0.75&amp;quot;&lt;br /&gt;
		&amp;quot;massCenterOverride&amp;quot;	&amp;quot;0 10 -1.5&amp;quot;&lt;br /&gt;
			// leave at vec3_origin for no override - duke edit - as steve mentioned, this greatly affects wether it rolls or not, and setting it higher (So the center is higher up) tends to lower to tendency to flip&lt;br /&gt;
			// Drag: First coordinate moves center left/right (don&#039;t change it), second : front, rear --&amp;gt; setting it &amp;lt;0 limits the turning ability of a tank &amp;quot;on spot&amp;quot; and a bit on the move, setting it &amp;gt; 0 makes turning slower in the beginning and way faster if you keep the keys pressed  ; third: up/down --&amp;gt; moving it up? (-) counters flipping but hinders hill climbing&lt;br /&gt;
		&amp;quot;massoverride&amp;quot;		&amp;quot;1500&amp;quot;	//1900 in kg, leave at 0 for no override (kg)&lt;br /&gt;
		&amp;quot;addgravity&amp;quot;		&amp;quot;2&amp;quot;		//0.33 keeps car down&lt;br /&gt;
		&amp;quot;maxAngularVelocity&amp;quot;	&amp;quot;100&amp;quot;		//50 VM:ANTI FLIP OFF CLIFF DEVICE! Side effect of limiting turn radius at high speed.    &lt;br /&gt;
		&amp;quot;keepuprighttorque&amp;quot;	&amp;quot;1&amp;quot;  //fastdigger.txt HL2&lt;br /&gt;
		&amp;quot;tiltforce&amp;quot;		&amp;quot;90&amp;quot;	//10 fastdigger.txt HL2  VM: Only seems to effect empty vehicles - Super flipping out when driven off cliffs&lt;br /&gt;
		&amp;quot;tiltforceheight&amp;quot;	&amp;quot;32&amp;quot;	//64 fastdigger.txt HL2  VM: Only seems to effect empty vehicles - Super flipping out when driven off cliffs&lt;br /&gt;
		&amp;quot;ground_resistance&amp;quot;	&amp;quot;9000&amp;quot;		// This value affects acceleration, top speed and wheel spin. Affects the vehicle mostly on low speeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;engine&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		//VM Notes:&lt;br /&gt;
		//* If you increase the MAXRPM and don&#039;t bring up the AXELRATIO it lowers total HP of engine.&lt;br /&gt;
		//* Increasing the MAXRPM increases time spent in each gear if you set shift up/down as you&lt;br /&gt;
		//	would a normal vehicle. This could be bad since first gear has high torque and will&lt;br /&gt;
		//	quickly reach max vehicle speed. Set the shift up/down low should do the trick.&lt;br /&gt;
		//* If you comment out horsepower here and run vehicle_flush all the vehicles that are currently&lt;br /&gt;
		//	spawned of this type will have 0 Horse power.&lt;br /&gt;
&lt;br /&gt;
		&amp;quot;horsepower&amp;quot;		&amp;quot;350&amp;quot;		// engine power. VM: Set at 350 due to engine.txt (standard hp) file. When you use vehicle_flush command... THIS file overwrites the engine.txt file of the vehicle you are currently in.&lt;br /&gt;
		&amp;quot;maxrpm&amp;quot;			&amp;quot;10000&amp;quot;	//1500 max rounds per minute VM: higher MAXRPM allows for finer tuning of shifting and gear power&lt;br /&gt;
		&amp;quot;maxspeed&amp;quot;			&amp;quot;60&amp;quot;		// forward mph&lt;br /&gt;
		&amp;quot;maxReverseSpeed&amp;quot;	&amp;quot;20&amp;quot;		// backward mph&lt;br /&gt;
		&amp;quot;autotransmission&amp;quot;	&amp;quot;1&amp;quot;		// true for auto, false for manual&lt;br /&gt;
		&amp;quot;axleratio&amp;quot;		&amp;quot;18&amp;quot;	//8	//3.56 ratio of engine rev to axle rev VM: Low value = lower HP and acceleration.&lt;br /&gt;
		&lt;br /&gt;
		//VM Notes:		&lt;br /&gt;
		//1st gear is also reverse.						//2004 Chevrolet Corvette C5 Z06 gear ratio&lt;br /&gt;
		&amp;quot;gear&amp;quot;			&amp;quot;5.5&amp;quot;	//3.5 1st gear (max 6 gears)	2.97&lt;br /&gt;
		&amp;quot;gear&amp;quot;			&amp;quot;4.0&amp;quot;	//1.8 2nd gear  			2.07&lt;br /&gt;
		&amp;quot;gear&amp;quot;			&amp;quot;2.5&amp;quot;	//1.26 3rd gear				1.43&lt;br /&gt;
		&amp;quot;gear&amp;quot;			&amp;quot;1.9&amp;quot;		//1.0 4th gear			1.0&lt;br /&gt;
		&amp;quot;gear&amp;quot;			&amp;quot;1.84&amp;quot;	//0.84 5th gear			0.84&lt;br /&gt;
&lt;br /&gt;
		// VM: Does this shit even work!? I think its actually shifting but, its not tied to audio. It gets overwiten by engine.txt?&lt;br /&gt;
		&amp;quot;shiftuprpm&amp;quot;		&amp;quot;6000&amp;quot;	//600 max RPMs to switch to a higher gear  &lt;br /&gt;
		&amp;quot;shiftdownrpm&amp;quot;		&amp;quot;2500&amp;quot;	//250 min RPMs to switch to a lower gear&lt;br /&gt;
&lt;br /&gt;
		//VM: Coasting&lt;br /&gt;
		&amp;quot;autobrakeSpeedGain&amp;quot;		&amp;quot;1.1&amp;quot;        // 10% speed gain while coasting, put on the brakes after that  //VM: can coast down hills faster then engines set speed. Scout speed takes you into this area too so, you can use this to cap scout speed.&lt;br /&gt;
		&amp;quot;autobrakeSpeedFactor&amp;quot;	&amp;quot;3.0&amp;quot;        // Brake is this times the speed gain&lt;br /&gt;
&lt;br /&gt;
// Empires - YES boost for ME!    &lt;br /&gt;
		&amp;quot;boost&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;force&amp;quot;		&amp;quot;1.5&amp;quot;    // 1.5 car body mass * gravity * inches / second ^ 2&lt;br /&gt;
			&amp;quot;duration&amp;quot;		&amp;quot;1.0&amp;quot;    // 1 second of boost&lt;br /&gt;
			&amp;quot;delay&amp;quot;		&amp;quot;0.5&amp;quot;    // 15 seconds before you can use it again&lt;br /&gt;
			&amp;quot;torqueboost&amp;quot;	&amp;quot;1&amp;quot;    // enable &amp;quot;sprint&amp;quot; mode of vehicle, not    force type booster            &lt;br /&gt;
			&amp;quot;maxspeed&amp;quot;		&amp;quot;80&amp;quot;    // maximum turbo speed            &lt;br /&gt;
			&amp;quot;force&amp;quot;		&amp;quot;5.5&amp;quot;    // 1.5 car body mass * gravity * inches / second ^ 2&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
    &lt;br /&gt;
	&amp;quot;steering&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;degreesSlow&amp;quot;			&amp;quot;40&amp;quot;    //40 angle in degrees of steering&lt;br /&gt;
		&amp;quot;degreesFast&amp;quot;			&amp;quot;20&amp;quot;    //20 angle in degrees of steering&lt;br /&gt;
		&amp;quot;steeringExponent&amp;quot;		&amp;quot;1.0&amp;quot;    // steering function is linear, then raised to this power to be slower at the beginning of the curve, faster at the end&lt;br /&gt;
&lt;br /&gt;
		&amp;quot;slowcarspeed&amp;quot;			&amp;quot;10&amp;quot;    // this is the max speed of &amp;quot;slow&amp;quot;&lt;br /&gt;
		&amp;quot;fastcarspeed&amp;quot;			&amp;quot;20&amp;quot;    // this is the min speed of &amp;quot;fast&amp;quot;&lt;br /&gt;
		&amp;quot;slowsteeringrate&amp;quot;		&amp;quot;2&amp;quot;    // this is the speed the wheels are steered when the vehicle is &amp;quot;slow&amp;quot;&lt;br /&gt;
		&amp;quot;faststeeringrate&amp;quot;		&amp;quot;0.75&amp;quot;    // this is the speed the wheels are steered when the vehicle is &amp;quot;fast&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		&amp;quot;steeringRestRateSlow&amp;quot;	&amp;quot;5.0&amp;quot;    // this is the speed at which the wheels move toward their resting state (straight ahead)&lt;br /&gt;
		&amp;quot;steeringRestRateFast&amp;quot;	&amp;quot;2.0&amp;quot;&lt;br /&gt;
		&amp;quot;turnThrottleReduceSlow&amp;quot;	&amp;quot;0.0&amp;quot;	//0.1&lt;br /&gt;
		&amp;quot;turnThrottleReduceFast&amp;quot;	&amp;quot;0.3&amp;quot;	//0.5&lt;br /&gt;
		&amp;quot;brakeSteeringRateFactor&amp;quot;	&amp;quot;6&amp;quot;&lt;br /&gt;
		&amp;quot;throttleSteeringRestRateFactor&amp;quot;    &amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		//boost control&lt;br /&gt;
		&amp;quot;degreesBoost&amp;quot;				&amp;quot;10&amp;quot;    // steering cone at max boost speed (blend toward this after max speed) VM: scout speed takes you here too it seems&lt;br /&gt;
		&amp;quot;boostSteeringRestRateFactor&amp;quot;	&amp;quot;1.7&amp;quot;&lt;br /&gt;
		&amp;quot;boostSteeringRateFactor&amp;quot;		&amp;quot;1.7&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		//Others&lt;br /&gt;
		//&amp;quot;powerSlideAccel&amp;quot;	&amp;quot;300&amp;quot;        //250  Allows you to spin the CORRECT DIRECTION not opposit when hand breaking&lt;br /&gt;
		&amp;quot;skidallowed&amp;quot;		&amp;quot;1&amp;quot;    // true/false skid flag&lt;br /&gt;
		&amp;quot;dustcloud&amp;quot;		&amp;quot;1&amp;quot;    // flag for creating a dustcloud behind vehicle&lt;br /&gt;
&lt;br /&gt;
		//&amp;quot;turnbrake&amp;quot;			&amp;quot;10&amp;quot;		//&amp;quot;0.25&amp;quot; works?&lt;br /&gt;
	}&lt;br /&gt;
    &lt;br /&gt;
	&amp;quot;wheelsperaxle&amp;quot;		&amp;quot;2&amp;quot;    // wheels per axle&lt;br /&gt;
&lt;br /&gt;
	// front axle&lt;br /&gt;
	&amp;quot;axle&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;torquefactor&amp;quot;	&amp;quot;1&amp;quot;		//1.5 VM: How much of the engine HP is placed on this axel.&lt;br /&gt;
		&amp;quot;brakefactor&amp;quot;	&amp;quot;0.2&amp;quot;		// normalized to 1 across all axles VM: setting high brakes in front can flip a light vehicle on braking action. Like it would a bike.&lt;br /&gt;
		//&amp;quot;offset&amp;quot;		&amp;quot;0 -68 25&amp;quot;	//&lt;br /&gt;
		//&amp;quot;wheeloffset&amp;quot;	&amp;quot;40 0 0&amp;quot;	//&lt;br /&gt;
            &lt;br /&gt;
		&amp;quot;wheel&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			//&amp;quot;is_steering&amp;quot;	&amp;quot;1&amp;quot;		// Boolean value. Is this a steering wheel?&lt;br /&gt;
			//&amp;quot;max_grip&amp;quot;			&amp;quot;20&amp;quot;		// Normaly should be set to 1. This value defines the maximum wheel grip and handling. Higher values increase wheel &lt;br /&gt;
			//&amp;quot;torque_distribution&amp;quot;		&amp;quot;3&amp;quot;	// How much engine power is transfered to this wheel. The sum of all wheels can exceed 1 which will result in increasing engine power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;radius&amp;quot;		&amp;quot;18&amp;quot;		// VM: The size of the wheel. Setting this lower then the acual radius of the wheel will make the vehicle sink into the ground. Setting it higher will make the vehicle float.&lt;br /&gt;
			&amp;quot;mass&amp;quot;		&amp;quot;300&amp;quot;		//300 in kg VM: The heavier the wheels the more gravity affects you thus you are glued to the ground.&lt;br /&gt;
			&amp;quot;inertia&amp;quot;		&amp;quot;0.05&amp;quot;	//.05/ steady the car (fixes the oscillation of the axles about z)&lt;br /&gt;
			&amp;quot;damping&amp;quot;		&amp;quot;0&amp;quot;	//affects fishtailing&lt;br /&gt;
			&amp;quot;rotdamping&amp;quot;	&amp;quot;0&amp;quot;	//.05 usually 0&lt;br /&gt;
			&amp;quot;material&amp;quot;		&amp;quot;Rubber_Friction_20&amp;quot;	//&amp;quot;jeeptire&amp;quot;&lt;br /&gt;
			&amp;quot;skidmaterial&amp;quot;	&amp;quot;Rubber_Friction_4&amp;quot;	//&amp;quot;slidingrubbertire&amp;quot;		// surface properties when sliding&lt;br /&gt;
			&amp;quot;brakematerial&amp;quot;	&amp;quot;Rubber_Friction_8&amp;quot;	//&amp;quot;brakingrubbertire&amp;quot;		// surface properties wen breaking            &lt;br /&gt;
		}&lt;br /&gt;
        &lt;br /&gt;
		&amp;quot;suspension&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			//&amp;quot;position_offset&amp;quot;		&amp;quot;25&amp;quot;		// Physics hack: normaly should be set to zero. Offset by which the steering force and fake mass transfer is shifted in Z axis. Higher values may stabilize handling.&lt;br /&gt;
			&amp;quot;springConstant&amp;quot;		&amp;quot;70&amp;quot;		//70 Strength of spring, lower values will make spring weaker &lt;br /&gt;
			&amp;quot;springDamping&amp;quot;			&amp;quot;2&amp;quot;		//2&lt;br /&gt;
			&amp;quot;stabilizerConstant&amp;quot;		&amp;quot;110&amp;quot;		//110&lt;br /&gt;
			&amp;quot;springDampingCompression&amp;quot;	&amp;quot;4&amp;quot;		//4 VM: Set it to 60 for Dancing vehicle&lt;br /&gt;
			&amp;quot;maxBodyForce&amp;quot;			&amp;quot;300&amp;quot;		//250&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	// rear axle&lt;br /&gt;
	&amp;quot;axle&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;torquefactor&amp;quot;	&amp;quot;0&amp;quot; // VM: Placing torque on back wheels NOT suggested for small vehicles since it totaly screws up steering control.&lt;br /&gt;
		&amp;quot;brakefactor&amp;quot;	&amp;quot;0.9&amp;quot;&lt;br /&gt;
        &lt;br /&gt;
		&amp;quot;wheel&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;radius&amp;quot;		&amp;quot;18&amp;quot;		// VM: The size of the wheel. Setting this lower then the acual radius of the wheel will make the vehicle sink into the ground. Setting it higher will make the vehicle float.&lt;br /&gt;
			&amp;quot;mass&amp;quot;		&amp;quot;300&amp;quot;		//300 in kg VM: The heavier the wheels the more gravity affects you thus you are glued to the ground.&lt;br /&gt;
			&amp;quot;inertia&amp;quot;		&amp;quot;0&amp;quot;	//.05 steady the car (fixes the oscillation of the axles about z)&lt;br /&gt;
			&amp;quot;damping&amp;quot;		&amp;quot;0&amp;quot;		//affects fishtailing&lt;br /&gt;
			&amp;quot;rotdamping&amp;quot;	&amp;quot;0&amp;quot;	//.05&lt;br /&gt;
			&amp;quot;material&amp;quot;		&amp;quot;Rubber_Friction_20&amp;quot;	//&amp;quot;jeeptire&amp;quot;&lt;br /&gt;
			&amp;quot;skidmaterial&amp;quot;	&amp;quot;Rubber_Friction_4&amp;quot;	//&amp;quot;slidingrubbertire&amp;quot;		// surface properties when sliding&lt;br /&gt;
			&amp;quot;brakematerial&amp;quot;	&amp;quot;Rubber_Friction_8&amp;quot;	//&amp;quot;brakingrubbertire&amp;quot;		// surface properties wen breaking            &lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;suspension&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;springConstant&amp;quot;		&amp;quot;70&amp;quot;		//70 Strength of spring, lower values will make spring weaker &lt;br /&gt;
			&amp;quot;springDamping&amp;quot;			&amp;quot;2&amp;quot;		//2&lt;br /&gt;
			&amp;quot;stabilizerConstant&amp;quot;		&amp;quot;110&amp;quot;		//110&lt;br /&gt;
			&amp;quot;springDampingCompression&amp;quot;	&amp;quot;4&amp;quot;		//4 VM: Set it to 60 for Dancing vehicle&lt;br /&gt;
			&amp;quot;maxBodyForce&amp;quot;			&amp;quot;300&amp;quot;		//250&lt;br /&gt;
		}        &lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;vehicle_sounds&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	// List gears in order from lowest speed to highest speed&lt;br /&gt;
&lt;br /&gt;
	//VM Notes:&lt;br /&gt;
	// MAX_SPEED -  When to play the shift sound vs how fast your vehicle is going.&lt;br /&gt;
	//			Doesn&#039;t seem to actaully tie in with when your vehicle is actually shifting&lt;br /&gt;
	//			code side. So... Give it your best guess.&lt;br /&gt;
	// SPEED_APPROACH_FACTOR - How fast to REV up the engine sound. Lower gears should rev up faster.&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;gear&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;max_speed&amp;quot;			&amp;quot;0.1&amp;quot;	//0.3&lt;br /&gt;
		&amp;quot;speed_approach_factor&amp;quot;	&amp;quot;1&amp;quot;	//1&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;gear&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;max_speed&amp;quot;			&amp;quot;0.2&amp;quot;		//0.5&lt;br /&gt;
		&amp;quot;speed_approach_factor&amp;quot;	&amp;quot;0.07&amp;quot;	//0.07&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;gear&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;max_speed&amp;quot;			&amp;quot;0.7&amp;quot;	//0.75&lt;br /&gt;
		&amp;quot;speed_approach_factor&amp;quot;	&amp;quot;0.07&amp;quot;	//0.07&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;gear&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;max_speed&amp;quot;			&amp;quot;0.6&amp;quot;	//0.90&lt;br /&gt;
		&amp;quot;speed_approach_factor&amp;quot;	&amp;quot;0.035&amp;quot;	//0.035&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;gear&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;max_speed&amp;quot;			&amp;quot;1&amp;quot;	//0.95&lt;br /&gt;
		&amp;quot;speed_approach_factor&amp;quot;	&amp;quot;0.015&amp;quot;	//0.015&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;gear&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;max_speed&amp;quot;			&amp;quot;2.0&amp;quot;		//2&lt;br /&gt;
		&amp;quot;speed_approach_factor&amp;quot; 	&amp;quot;0.03&amp;quot;	//0.03&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;state&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;		&amp;quot;SS_START_WATER&amp;quot;&lt;br /&gt;
		&amp;quot;sound&amp;quot;		&amp;quot;ATV_start_in_water&amp;quot;&lt;br /&gt;
		&amp;quot;min_time&amp;quot;		&amp;quot;0.5&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;state&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;		&amp;quot;SS_SHUTDOWN&amp;quot;&lt;br /&gt;
		&amp;quot;sound&amp;quot;		&amp;quot;ATV_engine_stop&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;state&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;		&amp;quot;SS_IDLE&amp;quot;&lt;br /&gt;
		&amp;quot;sound&amp;quot;		&amp;quot;ATV_engine_idle&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;state&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;		&amp;quot;SS_START_IDLE&amp;quot;&lt;br /&gt;
		&amp;quot;sound&amp;quot;		&amp;quot;ATV_engine_start&amp;quot;&lt;br /&gt;
		//&amp;quot;min_time&amp;quot;		&amp;quot;0.5&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;state&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;		&amp;quot;SS_SHUTDOWN_WATER&amp;quot;&lt;br /&gt;
		&amp;quot;sound&amp;quot;		&amp;quot;ATV_stall_in_water&amp;quot;&lt;br /&gt;
		&amp;quot;min_time&amp;quot;		&amp;quot;0.5&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;state&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;		&amp;quot;SS_REVERSE&amp;quot;&lt;br /&gt;
		&amp;quot;sound&amp;quot;		&amp;quot;ATV_reverse&amp;quot;&lt;br /&gt;
		//&amp;quot;min_time&amp;quot;		&amp;quot;0.7&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;state&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;		&amp;quot;SS_GEAR_0&amp;quot;&lt;br /&gt;
		&amp;quot;sound&amp;quot;		&amp;quot;ATV_rev&amp;quot;&lt;br /&gt;
		//&amp;quot;min_time&amp;quot;		&amp;quot;0.2&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;state&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;		&amp;quot;SS_GEAR_0_RESUME&amp;quot;&lt;br /&gt;
		&amp;quot;sound&amp;quot;		&amp;quot;ATV_engine_idle&amp;quot;&lt;br /&gt;
		//&amp;quot;min_time&amp;quot;		&amp;quot;0.15&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;state&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;		&amp;quot;SS_GEAR_1&amp;quot;&lt;br /&gt;
		&amp;quot;sound&amp;quot;		&amp;quot;ATV_firstgear&amp;quot;&lt;br /&gt;
		//&amp;quot;min_time&amp;quot;		&amp;quot;0.5&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;state&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;		&amp;quot;SS_GEAR_1_RESUME&amp;quot;&lt;br /&gt;
		&amp;quot;sound&amp;quot;		&amp;quot;ATV_firstgear_noshift&amp;quot;&lt;br /&gt;
		//&amp;quot;min_time&amp;quot;		&amp;quot;0.5&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;state&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;		&amp;quot;SS_GEAR_2&amp;quot;&lt;br /&gt;
		&amp;quot;sound&amp;quot;		&amp;quot;ATV_secondgear&amp;quot;&lt;br /&gt;
		//&amp;quot;min_time&amp;quot;		&amp;quot;0.5&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;state&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;		&amp;quot;SS_GEAR_2_RESUME&amp;quot;&lt;br /&gt;
		&amp;quot;sound&amp;quot;		&amp;quot;ATV_secondgear_noshift&amp;quot;&lt;br /&gt;
		//&amp;quot;min_time&amp;quot;		&amp;quot;0.5&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;state&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;		&amp;quot;SS_GEAR_3&amp;quot;&lt;br /&gt;
		&amp;quot;sound&amp;quot;		&amp;quot;ATV_thirdgear&amp;quot;&lt;br /&gt;
		//&amp;quot;min_time&amp;quot;		&amp;quot;0.5&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;state&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;		&amp;quot;SS_GEAR_3_RESUME&amp;quot;&lt;br /&gt;
		&amp;quot;sound&amp;quot;		&amp;quot;ATV_thirdgear_noshift&amp;quot;&lt;br /&gt;
		//&amp;quot;min_time&amp;quot;		&amp;quot;0.5&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;state&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;		&amp;quot;SS_GEAR_4&amp;quot;&lt;br /&gt;
		&amp;quot;sound&amp;quot;		&amp;quot;ATV_fourthgear&amp;quot;&lt;br /&gt;
		//&amp;quot;min_time&amp;quot;		&amp;quot;0.5&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;state&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;		&amp;quot;SS_GEAR_4_RESUME&amp;quot;&lt;br /&gt;
		&amp;quot;sound&amp;quot;		&amp;quot;ATV_fourthgear_noshift&amp;quot;&lt;br /&gt;
		//&amp;quot;min_time&amp;quot;		&amp;quot;0.5&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;state&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;		&amp;quot;SS_SLOWDOWN_HIGHSPEED&amp;quot;&lt;br /&gt;
		&amp;quot;sound&amp;quot;		&amp;quot;ATV_throttleoff_fastspeed&amp;quot;&lt;br /&gt;
		//&amp;quot;min_time&amp;quot;		&amp;quot;0.25&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;state&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;		&amp;quot;SS_SLOWDOWN&amp;quot;&lt;br /&gt;
		&amp;quot;sound&amp;quot;		&amp;quot;ATV_throttleoff_slowspeed&amp;quot;&lt;br /&gt;
		//&amp;quot;min_time&amp;quot;		&amp;quot;0.25&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;state&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;		&amp;quot;SS_TURBO&amp;quot;&lt;br /&gt;
		&amp;quot;sound&amp;quot;		&amp;quot;ATV_turbo_on&amp;quot;&lt;br /&gt;
		//&amp;quot;min_time&amp;quot;		&amp;quot;2.5&amp;quot;&lt;br /&gt;
		&amp;quot;min_time&amp;quot;		&amp;quot;0.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;crashsound&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;min_speed&amp;quot;		&amp;quot;350&amp;quot;&lt;br /&gt;
		&amp;quot;min_speed_change&amp;quot;	&amp;quot;250&amp;quot;&lt;br /&gt;
		&amp;quot;sound&amp;quot;			&amp;quot;ATV_impact_medium&amp;quot;&lt;br /&gt;
		&amp;quot;gear_limit&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;crashsound&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;min_speed&amp;quot;		&amp;quot;450&amp;quot;&lt;br /&gt;
		&amp;quot;min_speed_change&amp;quot;	&amp;quot;350&amp;quot;&lt;br /&gt;
		&amp;quot;sound&amp;quot;			&amp;quot;ATV_impact_heavy&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
	&amp;quot;skid_lowfriction&amp;quot;		&amp;quot;ATV_skid_lowfriction&amp;quot;&lt;br /&gt;
	&amp;quot;skid_normalfriction&amp;quot;		&amp;quot;ATV_skid_normalfriction&amp;quot;&lt;br /&gt;
	&amp;quot;skid_highfriction&amp;quot;		&amp;quot;ATV_skid_highfriction&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Maps&amp;diff=5443</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Maps&amp;diff=5443"/>
		<updated>2008-03-09T20:06:49Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Maps}}&lt;br /&gt;
&lt;br /&gt;
A few different maps are currently in existence, each offering different terrain, objectives, and play styles. If you know of any more maps, please add them. If you are interested in creating maps, see the [[Mapping]] page.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Types ==&lt;br /&gt;
Different [[Gameplay Types]] are available to offer a different set of challenges and are dependent on the map in question. &lt;br /&gt;
&lt;br /&gt;
== Official Maps ==&lt;br /&gt;
The following maps are officially included in the current distribution of Empires. They are listed under headings according to the group who created them.&lt;br /&gt;
&lt;br /&gt;
=== Development Team ===&lt;br /&gt;
* [[Map:emp_canyon|emp_canyon]]&lt;br /&gt;
* [[Map:emp_crossroads|emp_crossroads]]&lt;br /&gt;
* [[Map:emp_duststorm|emp_duststorm]]&lt;br /&gt;
* [[Map:emp_escort|emp_escort]]&lt;br /&gt;
* [[Map:emp_glycencity|emp_glycencity]]&lt;br /&gt;
* [[Map:emp_isle|emp_isle]]&lt;br /&gt;
* [[Map:emp_money|emp_money]]&lt;br /&gt;
* [[Map:emp_streetsoffire|emp_streetsoffire]]&lt;br /&gt;
* [[Map:emp_urbanchaos|emp_urbanchaos]]&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
* [[Map:emp_cyclopean|emp_cyclopean]] by halbalbador&lt;br /&gt;
* [[Map:emp_district402|emp_district402]]&lt;br /&gt;
* [[Map:emp_mvalley|emp_mvalley]] by R_yell&lt;br /&gt;
* [[Map:emp_Slaughtered|emp_Slaughtered]] by =HELLION=&lt;br /&gt;
&lt;br /&gt;
=== No Longer Official ===&lt;br /&gt;
* [[Map:emp_badland|emp_badland]] by Gobanzo Mon&lt;br /&gt;
* [[Map:emp_cdr_canyon|emp_cdr_canyon]]&lt;br /&gt;
* [[Map:emp_gauntlet|emp_gauntlet]]&lt;br /&gt;
&lt;br /&gt;
== Custom Maps ==&lt;br /&gt;
These maps are created by the Empires community. Some will be of a high enough standard to become official maps.&lt;br /&gt;
&lt;br /&gt;
=== Released ===&lt;br /&gt;
These are completed maps, which may be included in the regular rotations on some designated custom map servers. Individual download links can be found on each map&#039;s page.&lt;br /&gt;
* [[Map:emp_2base|emp_2base]] by jimather&lt;br /&gt;
* [[emp_canals]] by R_yell&lt;br /&gt;
* [[Map:emp_lastcity|emp_lastcity]]&lt;br /&gt;
* [[Map:Emp_Maze|Emp_Maze]] by Cyber(Gunner)&lt;br /&gt;
* [[Map:emp_oasis|emp_oasis]] by Stu&lt;br /&gt;
* [[Map:emp_ovi_canyon|emp_ovi_canyon]]&lt;br /&gt;
* [[Map:emp_railroad|emp_railroad]] by Broccoli&lt;br /&gt;
* [[Map:emp_stu_city|emp_stu_city]] by Stu&lt;br /&gt;
* [[Map:emp_stu_crater|emp_stu_crater]] by Stu&lt;br /&gt;
&lt;br /&gt;
=== BETA ===&lt;br /&gt;
These maps are at a playable state, but are not yet polished enough to be called final. Often they will have active threads in the [http://forums.empiresmod.com/forumdisplay.php?f=8 mapping forums], where bugs can be reported and feedback given.&lt;br /&gt;
* [[Map:emp_desolation|emp_desolation_beta1]] by JJ45&lt;br /&gt;
* [[Map:emp_empcannon|emp_empcannon_beta4]] by InstantDeath&lt;br /&gt;
* [[Map:emp_fastestmap|emp_fastestmap_v3]] by Unknown&lt;br /&gt;
* [[Map:emp_fortB|emp_fortB]] by DarkSim&lt;br /&gt;
* [[Map:emp_gorge|emp_gorge]] by Aurificationalist&lt;br /&gt;
* [[Map:emp_perfume|emp_perfume]] by Cyber(Gunner)&lt;br /&gt;
* [[Map:emp_Red_Alert|emp_Red_Alert]] by blizzerd&lt;br /&gt;
* [[Map:emp_tictactoe|emp_tictactoe_rc3]] by Broccoli&lt;br /&gt;
* [[Map:emp_vehicletraining|emp_vehicletraining_rc2]] by Silk&lt;br /&gt;
&lt;br /&gt;
=== Coming Soon ===&lt;br /&gt;
Maps in this section are under active development, but are not yet available for public download.&lt;br /&gt;
* [[Map:emp_ashmountain|emp_ashmountain]] by Broccoli&lt;br /&gt;
* [[Map:emp_rooftop|emp_rooftop]] by Arklansman&lt;br /&gt;
&lt;br /&gt;
=== Concept ===&lt;br /&gt;
The maps below are only ideas at this stage. Often this will involve designing the layout and the visual style of the map, as well as the [[Gameplay_Types|gametype]] and any back-story to the setting.&lt;br /&gt;
* [[Map:emp_cityscape|emp_cityscape]] by Kylegar&lt;br /&gt;
* [[Map:emp_coastal|emp_coastal]]&lt;br /&gt;
* [[Map:emp_crash|emp_crash]] by vallav&lt;br /&gt;
* [[Map:Emp_Forts|Emp_Forts]] by Cyber(Gunner_Yeyz)&lt;br /&gt;
* [[Map:emp_highway|emp_highway]]&lt;br /&gt;
* [[Map:emp_IsleOfWar|emp_IsleOfWar]]&lt;br /&gt;
* [[Map:emp_lighthouse|emp_lighthouse]] by CourtJesterG&lt;br /&gt;
* [[Map:emp_nukedcity|emp_nukedcity]] by Extrems&lt;br /&gt;
* [[Map:emp_tropical|emp_tropical]] by JJ45&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|Maps]]&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Configuring_Hammer_for_Empires&amp;diff=5254</id>
		<title>Configuring Hammer for Empires</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Configuring_Hammer_for_Empires&amp;diff=5254"/>
		<updated>2007-12-19T17:21:09Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Configuring Hammer for Empires}}&lt;br /&gt;
&lt;br /&gt;
{{Note|Before you do anything, make sure you have installed Hammer Editor, available through Steam under the &#039;&#039;Tools&#039;&#039; section.}}&lt;br /&gt;
&lt;br /&gt;
{{Note|As of the release of the Orange Box update to Hammer, you will need to right click on the Source SDK, click Properties, and select Set Launch Options. Here you will need too add &amp;quot;-engine ep1&amp;quot; without quotes.}}&lt;br /&gt;
[[Image:Tools.png|thumb|right| To get to the Hammer configuration window...]]&lt;br /&gt;
&lt;br /&gt;
Start by opening Hammer Editor through the Empires SDK link in your &#039;&#039;Tools&#039;&#039; section in the Steam client. Once hammer is open go to &#039;tools&#039; at the top, then click &#039;options&#039; which brings up the hammer configuration window required for this tutorial. Follow the directions below.&lt;br /&gt;
== Game Configuration Tab ==&lt;br /&gt;
[[Image:Hammer1.png|thumb|right| Game configuration tab]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Add following .fgd files into your fgd list:&#039;&#039;&#039;&lt;br /&gt;
* Base.fgd &lt;br /&gt;
* Halflife2.fgd&lt;br /&gt;
* Empires.fgd (located at $SteamDir\SteamApps\SourceMods\Empires\mapsrc\fgd\empires.fgd)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Game executable Directory should be set to:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\half-life 2 deathmatch\hl2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The game directory should be set to:&#039;&#039;&#039;&lt;br /&gt;
 $SteamDir\SteamApps\SourceMods\Empires&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The hammer vmf directory should be set to:&#039;&#039;&#039;&lt;br /&gt;
 $SteamDir\SteamApps\SourceMods\Empires\mapsrc&lt;br /&gt;
&lt;br /&gt;
All relative to where you installed empires, meaning that if you configured your folders to be called somthing else then you need to specify the paths according to that&lt;br /&gt;
&lt;br /&gt;
== Build Programs ==&lt;br /&gt;
[[Image:Build_programs.png|thumb|right| Build programs tab]]&lt;br /&gt;
&#039;&#039;&#039;Game executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\half-life 2 deathmatch\hl2.exe&lt;br /&gt;
&#039;&#039;&#039;BSP executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\sourcesdk\bin\ep1\bin\vbsp.exe&lt;br /&gt;
&#039;&#039;&#039;VIS executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\sourcesdk\bin\ep1\bin\vvis.exe&lt;br /&gt;
&#039;&#039;&#039;RAD executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\sourcesdk\bin\ep1\bin\vrad.exe&lt;br /&gt;
&#039;&#039;&#039;Place compiled maps in this directory before running the game:&#039;&#039;&#039;&lt;br /&gt;
 $SteamDir\SteamApps\SourceMods\Empires\maps&lt;br /&gt;
&lt;br /&gt;
[[Category:Mapping|Configuring Hammer]]&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Configuring_Hammer_for_Empires&amp;diff=5252</id>
		<title>Configuring Hammer for Empires</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Configuring_Hammer_for_Empires&amp;diff=5252"/>
		<updated>2007-12-19T16:11:00Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Configuring Hammer for Empires}}&lt;br /&gt;
&lt;br /&gt;
{{Note|Before you do anything, make sure you have installed Hammer Editor, available through Steam under the &#039;&#039;Tools&#039;&#039; section.}}&lt;br /&gt;
&lt;br /&gt;
{{Note|As of the release of the Orange Box update to Hammer, you will need to right click on the Source SDK, click Properties, and select Set Launch Options. Here you will need too add &amp;quot;-engine ep1&amp;quot; without quotes.}}&lt;br /&gt;
[[Image:Tools.png|thumb|right| Game configuration tab]]&lt;br /&gt;
&lt;br /&gt;
Start by opening Hammer Editor through the Empires SDK link in your &#039;&#039;Tools&#039;&#039; section in the Steam client. Once hammer is open go to &#039;tools&#039; at the top, then click &#039;options&#039; which brings up the hammer configuration window required for this tutorial. Follow the directions below.&lt;br /&gt;
== Game Configuration Tab ==&lt;br /&gt;
[[Image:Hammer1.png|thumb|right| Game configuration tab]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Add following .fgd files into your fgd list:&#039;&#039;&#039;&lt;br /&gt;
* Base.fgd &lt;br /&gt;
* Halflife2.fgd&lt;br /&gt;
* Empires.fgd (located at $SteamDir\SteamApps\SourceMods\Empires\mapsrc\fgd\empires.fgd)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Game executable Directory should be set to:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\half-life 2 deathmatch\hl2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The game directory should be set to:&#039;&#039;&#039;&lt;br /&gt;
 $SteamDir\SteamApps\SourceMods\Empires&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The hammer vmf directory should be set to:&#039;&#039;&#039;&lt;br /&gt;
 $SteamDir\SteamApps\SourceMods\Empires\mapsrc&lt;br /&gt;
&lt;br /&gt;
All relative to where you installed empires, meaning that if you configured your folders to be called somthing else then you need to specify the paths according to that&lt;br /&gt;
&lt;br /&gt;
== Build Programs ==&lt;br /&gt;
[[Image:Build_programs.png|thumb|right| Build programs tab]]&lt;br /&gt;
&#039;&#039;&#039;Game executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\half-life 2 deathmatch\hl2.exe&lt;br /&gt;
&#039;&#039;&#039;BSP executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\sourcesdk\bin\ep1\bin\vbsp.exe&lt;br /&gt;
&#039;&#039;&#039;VIS executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\sourcesdk\bin\ep1\bin\vvis.exe&lt;br /&gt;
&#039;&#039;&#039;RAD executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\sourcesdk\bin\ep1\bin\vrad.exe&lt;br /&gt;
&#039;&#039;&#039;Place compiled maps in this directory before running the game:&#039;&#039;&#039;&lt;br /&gt;
 $SteamDir\SteamApps\SourceMods\Empires\maps&lt;br /&gt;
&lt;br /&gt;
[[Category:Mapping|Configuring Hammer]]&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Configuring_Hammer_for_Empires&amp;diff=5251</id>
		<title>Configuring Hammer for Empires</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Configuring_Hammer_for_Empires&amp;diff=5251"/>
		<updated>2007-12-19T16:06:36Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Configuring Hammer for Empires}}&lt;br /&gt;
&lt;br /&gt;
{{Note|Before you do anything, make sure you have installed Hammer Editor, available through Steam under the &#039;&#039;Tools&#039;&#039; section.}}&lt;br /&gt;
&lt;br /&gt;
{{Note|As of the release of the Orange Box update to Hammer, you will need to right click on the Source SDK, click Properties, and select Set Launch Options. Here you will need too add &amp;quot;-engine ep1&amp;quot; without quotes.}}&lt;br /&gt;
&lt;br /&gt;
Start by opening Hammer Editor through the Empires SDK link in your &#039;&#039;Tools&#039;&#039; section in the Steam client. Once hammer is open go to &#039;tools&#039; at the top, then click &#039;options&#039; which brings up the hammer configuration window required for this tutorial. Follow the directions below.&lt;br /&gt;
== Game Configuration Tab ==&lt;br /&gt;
[[Image:Hammer1.png|thumb|right| Game configuration tab]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Add following .fgd files into your fgd list:&#039;&#039;&#039;&lt;br /&gt;
* Base.fgd &lt;br /&gt;
* Halflife2.fgd&lt;br /&gt;
* Empires.fgd (located at $SteamDir\SteamApps\SourceMods\Empires\mapsrc\fgd\empires.fgd)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Game executable Directory should be set to:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\half-life 2 deathmatch\hl2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The game directory should be set to:&#039;&#039;&#039;&lt;br /&gt;
 $SteamDir\SteamApps\SourceMods\Empires&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The hammer vmf directory should be set to:&#039;&#039;&#039;&lt;br /&gt;
 $SteamDir\SteamApps\SourceMods\Empires\mapsrc&lt;br /&gt;
&lt;br /&gt;
All relative to where you installed empires, meaning that if you configured your folders to be called somthing else then you need to specify the paths according to that&lt;br /&gt;
&lt;br /&gt;
== Build Programs ==&lt;br /&gt;
[[Image:Build_programs.png|thumb|right| Build programs tab]]&lt;br /&gt;
&#039;&#039;&#039;Game executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\half-life 2 deathmatch\hl2.exe&lt;br /&gt;
&#039;&#039;&#039;BSP executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\sourcesdk\bin\ep1\bin\vbsp.exe&lt;br /&gt;
&#039;&#039;&#039;VIS executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\sourcesdk\bin\ep1\bin\vvis.exe&lt;br /&gt;
&#039;&#039;&#039;RAD executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\sourcesdk\bin\ep1\bin\vrad.exe&lt;br /&gt;
&#039;&#039;&#039;Place compiled maps in this directory before running the game:&#039;&#039;&#039;&lt;br /&gt;
 $SteamDir\SteamApps\SourceMods\Empires\maps&lt;br /&gt;
&lt;br /&gt;
[[Category:Mapping|Configuring Hammer]]&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Configuring_Hammer_for_Empires&amp;diff=5250</id>
		<title>Configuring Hammer for Empires</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Configuring_Hammer_for_Empires&amp;diff=5250"/>
		<updated>2007-12-19T16:02:32Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Configuring Hammer for Empires}}&lt;br /&gt;
&lt;br /&gt;
{{Note|Before you do anything, make sure you have installed Hammer Editor, available through Steam under the &#039;&#039;Tools&#039;&#039; section.}}&lt;br /&gt;
&lt;br /&gt;
{{Note|As of the release of the Orange Box update to Hammer, you will need to right click on the Source SDK, click Properties, and select Set Launch Options. Here you will need too add &amp;quot;-engine ep1&amp;quot; without quotes.}}&lt;br /&gt;
&lt;br /&gt;
Start by opening Hammer Editor through the Empires SDK link in your &#039;&#039;Tools&#039;&#039; section in the Steam client. Follow the directions below.&lt;br /&gt;
== Game Configuration Tab ==&lt;br /&gt;
[[Image:Hammer1.png|thumb|right| Game configuration tab]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Add following .fgd files into your fgd list:&#039;&#039;&#039;&lt;br /&gt;
* Base.fgd &lt;br /&gt;
* Halflife2.fgd&lt;br /&gt;
* Empires.fgd (located at $SteamDir\SteamApps\SourceMods\Empires\mapsrc\fgd\empires.fgd)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Game executable Directory should be set to:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\half-life 2 deathmatch\hl2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The game directory should be set to:&#039;&#039;&#039;&lt;br /&gt;
 $SteamDir\SteamApps\SourceMods\Empires&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The hammer vmf directory should be set to:&#039;&#039;&#039;&lt;br /&gt;
 $SteamDir\SteamApps\SourceMods\Empires\mapsrc&lt;br /&gt;
&lt;br /&gt;
All relative to where you installed empires, meaning that if you configured your folders to be called somthing else then you need to specify the paths according to that&lt;br /&gt;
&lt;br /&gt;
== Build Programs ==&lt;br /&gt;
[[Image:Build_programs.png|thumb|right| Build programs tab]]&lt;br /&gt;
&#039;&#039;&#039;Game executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\half-life 2 deathmatch\hl2.exe&lt;br /&gt;
&#039;&#039;&#039;BSP executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\sourcesdk\bin\ep1\bin\vbsp.exe&lt;br /&gt;
&#039;&#039;&#039;VIS executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\sourcesdk\bin\ep1\bin\vvis.exe&lt;br /&gt;
&#039;&#039;&#039;RAD executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\sourcesdk\bin\ep1\bin\vrad.exe&lt;br /&gt;
&#039;&#039;&#039;Place compiled maps in this directory before running the game:&#039;&#039;&#039;&lt;br /&gt;
 $SteamDir\SteamApps\SourceMods\Empires\maps&lt;br /&gt;
&lt;br /&gt;
[[Category:Mapping|Configuring Hammer]]&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Configuring_Hammer_for_Empires&amp;diff=5246</id>
		<title>Configuring Hammer for Empires</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Configuring_Hammer_for_Empires&amp;diff=5246"/>
		<updated>2007-12-18T19:57:29Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Configuring Hammer for Empires}}&lt;br /&gt;
&lt;br /&gt;
{{Note|Before you do anything, make sure you have installed Hammer Editor, available through Steam under the &#039;&#039;Tools&#039;&#039; section.}}&lt;br /&gt;
&lt;br /&gt;
{{Note|As of the release of the Orange Box update to Hammer, you will need to right click on the Source SDK, click Properties, and select Set Launch Options. Here you will need too add &amp;quot;-engine ep1&amp;quot; without quotes.}}&lt;br /&gt;
&lt;br /&gt;
Start by opening Hammer Editor through the Empires SDK link in your &#039;&#039;Tools&#039;&#039; section in the Steam client. Follow the directions below.&lt;br /&gt;
== Game Configuration Tab ==&lt;br /&gt;
[[Image:Hammer1.png|thumb|right| Game configuration tab (note: bad quality pic : ()]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Add following .fgd files into your fgd list:&#039;&#039;&#039;&lt;br /&gt;
* Base.fgd &lt;br /&gt;
* Halflife2.fgd&lt;br /&gt;
* Empires.fgd (located at $SteamDir\SteamApps\SourceMods\Empires\mapsrc\fgd\empires.fgd)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Game executable Directory should be set to:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\half-life 2 deathmatch\hl2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The game directory should be set to:&#039;&#039;&#039;&lt;br /&gt;
 $SteamDir\SteamApps\SourceMods\Empires&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The hammer vmf directory should be set to:&#039;&#039;&#039;&lt;br /&gt;
 $SteamDir\SteamApps\SourceMods\Empires\mapsrc&lt;br /&gt;
&lt;br /&gt;
All relative to where you installed empires, meaning that if you configured your folders to be called somthing else then you need to specify the paths according to that&lt;br /&gt;
&lt;br /&gt;
== Build Programs ==&lt;br /&gt;
[[Image:Build_programs.png|thumb|right| Build programs tab]]&lt;br /&gt;
&#039;&#039;&#039;Game executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\half-life 2 deathmatch\hl2.exe&lt;br /&gt;
&#039;&#039;&#039;BSP executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\sourcesdk\bin\ep1\bin\vbsp.exe&lt;br /&gt;
&#039;&#039;&#039;VIS executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\sourcesdk\bin\ep1\bin\vvis.exe&lt;br /&gt;
&#039;&#039;&#039;RAD executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\sourcesdk\bin\ep1\bin\vrad.exe&lt;br /&gt;
&#039;&#039;&#039;Place compiled maps in this directory before running the game:&#039;&#039;&#039;&lt;br /&gt;
 $SteamDir\SteamApps\SourceMods\Empires\maps&lt;br /&gt;
&lt;br /&gt;
[[Category:Mapping|Configuring Hammer]]&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Build_programs.png&amp;diff=5245</id>
		<title>File:Build programs.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Build_programs.png&amp;diff=5245"/>
		<updated>2007-12-18T19:56:47Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Configuring_Hammer_for_Empires&amp;diff=5244</id>
		<title>Configuring Hammer for Empires</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Configuring_Hammer_for_Empires&amp;diff=5244"/>
		<updated>2007-12-18T19:54:13Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Configuring Hammer for Empires}}&lt;br /&gt;
&lt;br /&gt;
{{Note|Before you do anything, make sure you have installed Hammer Editor, available through Steam under the &#039;&#039;Tools&#039;&#039; section.}}&lt;br /&gt;
&lt;br /&gt;
{{Note|As of the release of the Orange Box update to Hammer, you will need to right click on the Source SDK, click Properties, and select Set Launch Options. Here you will need too add &amp;quot;-engine ep1&amp;quot; without quotes.}}&lt;br /&gt;
&lt;br /&gt;
Start by opening Hammer Editor through the Empires SDK link in your &#039;&#039;Tools&#039;&#039; section in the Steam client. Follow the directions below.&lt;br /&gt;
== Game Configuration Tab ==&lt;br /&gt;
[[Image:Hammer1.png|thumb|right| Game configuration tab (note: bad quality pic : ()]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Add following .fgd files into your fgd list:&#039;&#039;&#039;&lt;br /&gt;
* Base.fgd &lt;br /&gt;
* Halflife2.fgd&lt;br /&gt;
* Empires.fgd (located at $SteamDir\SteamApps\SourceMods\Empires\mapsrc\fgd\empires.fgd)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Game executable Directory should be set to:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\half-life 2 deathmatch\hl2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The game directory should be set to:&#039;&#039;&#039;&lt;br /&gt;
 $SteamDir\SteamApps\SourceMods\Empires&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The hammer vmf directory should be set to:&#039;&#039;&#039;&lt;br /&gt;
 $SteamDir\SteamApps\SourceMods\Empires\mapsrc&lt;br /&gt;
&lt;br /&gt;
All relative to where you installed empires, meaning that if you configured your folders to be called somthing else then you need to specify the paths according to that&lt;br /&gt;
&lt;br /&gt;
== Build Programs ==&lt;br /&gt;
[[Image:Hammer1.png|thumb|right| Build programs tab]]&lt;br /&gt;
&#039;&#039;&#039;Game executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\half-life 2 deathmatch\hl2.exe&lt;br /&gt;
&#039;&#039;&#039;BSP executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\sourcesdk\bin\ep1\bin\vbsp.exe&lt;br /&gt;
&#039;&#039;&#039;VIS executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\sourcesdk\bin\ep1\bin\vvis.exe&lt;br /&gt;
&#039;&#039;&#039;RAD executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\sourcesdk\bin\ep1\bin\vrad.exe&lt;br /&gt;
&#039;&#039;&#039;Place compiled maps in this directory before running the game:&#039;&#039;&#039;&lt;br /&gt;
 $SteamDir\SteamApps\SourceMods\Empires\maps&lt;br /&gt;
&lt;br /&gt;
[[Category:Mapping|Configuring Hammer]]&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Hammer1.png&amp;diff=5243</id>
		<title>File:Hammer1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Hammer1.png&amp;diff=5243"/>
		<updated>2007-12-18T19:48:59Z</updated>

		<summary type="html">&lt;p&gt;Lightning: uploaded a new version of &amp;quot;Image:Hammer1.png&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Configuring_Hammer_for_Empires&amp;diff=5242</id>
		<title>Configuring Hammer for Empires</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Configuring_Hammer_for_Empires&amp;diff=5242"/>
		<updated>2007-12-18T19:30:00Z</updated>

		<summary type="html">&lt;p&gt;Lightning: /* Build Programs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Configuring Hammer for Empires}}&lt;br /&gt;
&lt;br /&gt;
{{Note|Before you do anything, make sure you have installed Hammer Editor, available through Steam under the &#039;&#039;Tools&#039;&#039; section.}}&lt;br /&gt;
&lt;br /&gt;
{{Note|As of the release of the Orange Box update to Hammer, you will need to right click on the Source SDK, click Properties, and select Set Launch Options. Here you will need too add &amp;quot;-engine ep1&amp;quot; without quotes.}}&lt;br /&gt;
&lt;br /&gt;
Start by opening Hammer Editor through the Empires SDK link in your &#039;&#039;Tools&#039;&#039; section in the Steam client. Follow the directions below.&lt;br /&gt;
== Game Configuration Tab ==&lt;br /&gt;
[[Image:Hammer1.Gif|thumb|right| Game configuration tab (note: bad quality pic : ()]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Add following .fgd files into your fgd list:&#039;&#039;&#039;&lt;br /&gt;
* Base.fgd &lt;br /&gt;
* Halflife2.fgd&lt;br /&gt;
* Empires.fgd (located at $SteamDir\SteamApps\SourceMods\Empires\mapsrc\fgd\empires.fgd)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Game executable Directory should be set to:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\half-life 2 deathmatch\hl2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The game directory should be set to:&#039;&#039;&#039;&lt;br /&gt;
 $SteamDir\SteamApps\SourceMods\Empires&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The hammer vmf directory should be set to:&#039;&#039;&#039;&lt;br /&gt;
 $SteamDir\SteamApps\SourceMods\Empires\mapsrc&lt;br /&gt;
&lt;br /&gt;
All relative to where you installed empires, meaning that if you configured your folders to be called somthing else then you need to specify the paths according to that&lt;br /&gt;
&lt;br /&gt;
== Build Programs ==&lt;br /&gt;
[[Image:Hammer1.png|thumb|right| Build programs tab]]&lt;br /&gt;
&#039;&#039;&#039;Game executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\half-life 2 deathmatch\hl2.exe&lt;br /&gt;
&#039;&#039;&#039;BSP executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\sourcesdk\bin\ep1\bin\vbsp.exe&lt;br /&gt;
&#039;&#039;&#039;VIS executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\sourcesdk\bin\ep1\bin\vvis.exe&lt;br /&gt;
&#039;&#039;&#039;RAD executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\sourcesdk\bin\ep1\bin\vrad.exe&lt;br /&gt;
&#039;&#039;&#039;Place compiled maps in this directory before running the game:&#039;&#039;&#039;&lt;br /&gt;
 $SteamDir\SteamApps\SourceMods\Empires\maps&lt;br /&gt;
&lt;br /&gt;
[[Category:Mapping|Configuring Hammer]]&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Hammer1.png&amp;diff=5241</id>
		<title>File:Hammer1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Hammer1.png&amp;diff=5241"/>
		<updated>2007-12-18T19:28:37Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Flag_Maps&amp;diff=3468</id>
		<title>Flag Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Flag_Maps&amp;diff=3468"/>
		<updated>2007-03-03T16:22:08Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Flag Maps}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This tutorial is intended to teach you how to make the flag style maps as seen in escort and district.&lt;br /&gt;
&lt;br /&gt;
1. To start off you should build the area you would like the battle to take place in. Here&#039;s mine in 3D wireframe its very simple for the sake of this tutorial.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_1.gif|medium|step 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. You must then plan where the capture flags will be. (blue is Brenodi, grey is neutral and red is NF)After doing this you must number each flag. 1 must always be the first Northen Faction flag and the highest number must always be the first Brenodi flag.&lt;br /&gt;
&lt;br /&gt;
(notice that 4 is the highest number brenodi starts here and that 1 is the lowest number NF starts here)&lt;br /&gt;
[[Image:step_2.gif|medium|step 2]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Next you will want to place these flags on your map. To do this first you will need to go to entities on the righthand side of hammer and select &#039;emp_resource_point_prop&#039; and place it on your map in the 3D view.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_3.gif|medium|step 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. For my map i need 4 flags as shown in my plan so before i shift+drag the first &#039;emp_cap_model&#039; i made 3 times i will set it up properly. Bring up the object properties of &#039;emp_cap_model&#039; the only things that are not set up by default are the Brenodi and NF models. For this tutorial we will just use the flag pole models. &lt;br /&gt;
So make northen faction model &#039;models/common/props_system/flagpole01_nf.mdl&#039;&lt;br /&gt;
And the brenodi model &#039;models/common/props_system/flagpole01_imp.mdl&#039;&lt;br /&gt;
Leave everything else the same for the time being.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:step_4.gif|medium|step 4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. The next step is to shift+drag the &#039;emp_cap_model&#039; so for my map i need to do this 3 times. The below image is a 2D wireframe view. All the purple boxes are flags.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_5.gif|medium|step 5]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6. You must now number your flags by bringing up the object properties of each individual &#039;emp_cap_model&#039; and changing number of the parent capture point.&lt;br /&gt;
(remember-1 is always NF, highest number is always brenodi)&lt;br /&gt;
&lt;br /&gt;
[[Image:step_6.gif|medium|step 6]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7. Now you are ready to create the &#039;emp_cap_point&#039; this is a brush based entity which activates when a player steps into it. So first you need to click the block tool, drag a box around the area that a player can capture a point. (mine will be just bigger than the flag)You must then change the texture of this modle to &#039;nodraw&#039;. This texture does exactly what it says on the tin - it creates a object which is not drawn.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_7.gif|medium|step 7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8. You must now change this brush into a entity. To do this simply click on the brush and then with your keyboard press &#039;ctrl+t&#039;. This will have brought up the object properties menu. Change the class to a &#039;emp_cap_point&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:step_8.gif|medium|step 8]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9. Now that we have a capture point we need to make it comunicate with the correct flag. To do this make sure the properties menu is up and change the &#039;number of this capture point&#039; to the flag you want it to capture. You can have more that one capture point per flag but you must set them up the same (i think)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
10. There are lots of settings that you may wish to change on the capture point propertys bu ill let you work them out as each one is individual for most flags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
11. Now onto spawn points. When a flag is captured on most maps you will want that team to be able to spawn at a nearer flag. To do this we need a entity called &#039;emp_info_player&#039; these are simular to  info_player_start used in halflife2 except there is one for each team in empires. Brenodi has &#039;emp_info_player_imp&#039; and NF has &#039;emp_info_player_nf&#039; so its easy to tell them apart. For starting spawn points which are already captured you will need place a &#039;emp_info_player&#039; double click it and change the number of the parent capture point to its corisponding flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
12. Dont forget that as this spawn will be there at the start of the game you will need to change &#039;enabled?&#039; to yes.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_12.gif|medium|step 12]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
13. Now im going to show you how to set up the spawns for the neutral flags. For these, each flag will need spawns for each team rather than just one. Take a look at the picture below. Both of thoses spawn points are for the same flag its just that one team is traveling in one direction and the other in the oppersite. So when placing spawns bare in mind which direction the teams are traveling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:step_13.gif|medium|step 13]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
14. For these spawn points you need to make sure that you have &#039;enabled?&#039; set to no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
15. Now for the ammo and health boxes these are set up in a simular way to the spawn points. These is a different entity for each team.&lt;br /&gt;
&lt;br /&gt;
Brenodi&lt;br /&gt;
&#039;emp_imp_ammo_crate&#039; for the ammo box and &#039;emp_imp_health_crate&#039; for the health box&lt;br /&gt;
&lt;br /&gt;
NF&lt;br /&gt;
&#039;emp_nf_ammo_crate&#039; for the ammo box and &#039;emp_nf_health_crate&#039; for the health box&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:step_15.gif|medium|step 15]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
16. If the ammo crates and health crates are linked with a flag you will have to set them up the the corisponding flag. If they are just on the map and do not have anything to do with a flag you will need to set the flag number to 0.&lt;br /&gt;
&lt;br /&gt;
17. I think thats everything you need to make a working flag map but for just for good measures (and because pickjaoe wanted to know) ill tell you how to make hanging flags.&lt;br /&gt;
&lt;br /&gt;
18. Ok hanging flags... you have made a normal flag pole using &#039;emp_cap_model&#039; well this is exectly the same exept you change the type of model you use. So it&#039;s...&lt;br /&gt;
&lt;br /&gt;
models/common/props_system/flag2_neutral.mdl for a neutral hanging flag&lt;br /&gt;
&lt;br /&gt;
models/common/props_system/flag2_imp.mdl for a brenodi hanging flag&lt;br /&gt;
&lt;br /&gt;
models/common/props_system/flag2_nf.mdl for a nf flag&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 end of tutorial&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tutorial made by supaste&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Flag_Maps&amp;diff=3467</id>
		<title>Flag Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Flag_Maps&amp;diff=3467"/>
		<updated>2007-03-03T16:21:35Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Flag Maps}}&lt;br /&gt;
&lt;br /&gt;
{{note|under construction}}&lt;br /&gt;
&lt;br /&gt;
This tutorial is intended to teach you how to make the flag style maps as seen in escort and district.&lt;br /&gt;
&lt;br /&gt;
1. To start off you should build the area you would like the battle to take place in. Here&#039;s mine in 3D wireframe its very simple for the sake of this tutorial.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_1.gif|medium|step 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. You must then plan where the capture flags will be. (blue is Brenodi, grey is neutral and red is NF)After doing this you must number each flag. 1 must always be the first Northen Faction flag and the highest number must always be the first Brenodi flag.&lt;br /&gt;
&lt;br /&gt;
(notice that 4 is the highest number brenodi starts here and that 1 is the lowest number NF starts here)&lt;br /&gt;
[[Image:step_2.gif|medium|step 2]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Next you will want to place these flags on your map. To do this first you will need to go to entities on the righthand side of hammer and select &#039;emp_resource_point_prop&#039; and place it on your map in the 3D view.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_3.gif|medium|step 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. For my map i need 4 flags as shown in my plan so before i shift+drag the first &#039;emp_cap_model&#039; i made 3 times i will set it up properly. Bring up the object properties of &#039;emp_cap_model&#039; the only things that are not set up by default are the Brenodi and NF models. For this tutorial we will just use the flag pole models. &lt;br /&gt;
So make northen faction model &#039;models/common/props_system/flagpole01_nf.mdl&#039;&lt;br /&gt;
And the brenodi model &#039;models/common/props_system/flagpole01_imp.mdl&#039;&lt;br /&gt;
Leave everything else the same for the time being.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:step_4.gif|medium|step 4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. The next step is to shift+drag the &#039;emp_cap_model&#039; so for my map i need to do this 3 times. The below image is a 2D wireframe view. All the purple boxes are flags.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_5.gif|medium|step 5]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6. You must now number your flags by bringing up the object properties of each individual &#039;emp_cap_model&#039; and changing number of the parent capture point.&lt;br /&gt;
(remember-1 is always NF, highest number is always brenodi)&lt;br /&gt;
&lt;br /&gt;
[[Image:step_6.gif|medium|step 6]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7. Now you are ready to create the &#039;emp_cap_point&#039; this is a brush based entity which activates when a player steps into it. So first you need to click the block tool, drag a box around the area that a player can capture a point. (mine will be just bigger than the flag)You must then change the texture of this modle to &#039;nodraw&#039;. This texture does exactly what it says on the tin - it creates a object which is not drawn.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_7.gif|medium|step 7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8. You must now change this brush into a entity. To do this simply click on the brush and then with your keyboard press &#039;ctrl+t&#039;. This will have brought up the object properties menu. Change the class to a &#039;emp_cap_point&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:step_8.gif|medium|step 8]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9. Now that we have a capture point we need to make it comunicate with the correct flag. To do this make sure the properties menu is up and change the &#039;number of this capture point&#039; to the flag you want it to capture. You can have more that one capture point per flag but you must set them up the same (i think)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
10. There are lots of settings that you may wish to change on the capture point propertys bu ill let you work them out as each one is individual for most flags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
11. Now onto spawn points. When a flag is captured on most maps you will want that team to be able to spawn at a nearer flag. To do this we need a entity called &#039;emp_info_player&#039; these are simular to  info_player_start used in halflife2 except there is one for each team in empires. Brenodi has &#039;emp_info_player_imp&#039; and NF has &#039;emp_info_player_nf&#039; so its easy to tell them apart. For starting spawn points which are already captured you will need place a &#039;emp_info_player&#039; double click it and change the number of the parent capture point to its corisponding flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
12. Dont forget that as this spawn will be there at the start of the game you will need to change &#039;enabled?&#039; to yes.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_12.gif|medium|step 12]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
13. Now im going to show you how to set up the spawns for the neutral flags. For these, each flag will need spawns for each team rather than just one. Take a look at the picture below. Both of thoses spawn points are for the same flag its just that one team is traveling in one direction and the other in the oppersite. So when placing spawns bare in mind which direction the teams are traveling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:step_13.gif|medium|step 13]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
14. For these spawn points you need to make sure that you have &#039;enabled?&#039; set to no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
15. Now for the ammo and health boxes these are set up in a simular way to the spawn points. These is a different entity for each team.&lt;br /&gt;
&lt;br /&gt;
Brenodi&lt;br /&gt;
&#039;emp_imp_ammo_crate&#039; for the ammo box and &#039;emp_imp_health_crate&#039; for the health box&lt;br /&gt;
&lt;br /&gt;
NF&lt;br /&gt;
&#039;emp_nf_ammo_crate&#039; for the ammo box and &#039;emp_nf_health_crate&#039; for the health box&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:step_15.gif|medium|step 15]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
16. If the ammo crates and health crates are linked with a flag you will have to set them up the the corisponding flag. If they are just on the map and do not have anything to do with a flag you will need to set the flag number to 0.&lt;br /&gt;
&lt;br /&gt;
17. I think thats everything you need to make a working flag map but for just for good measures (and because pickjaoe wanted to know) ill tell you how to make hanging flags.&lt;br /&gt;
&lt;br /&gt;
18. Ok hanging flags... you have made a normal flag pole using &#039;emp_cap_model&#039; well this is exectly the same exept you change the type of model you use. So it&#039;s...&lt;br /&gt;
&lt;br /&gt;
models/common/props_system/flag2_neutral.mdl for a neutral hanging flag&lt;br /&gt;
&lt;br /&gt;
models/common/props_system/flag2_imp.mdl for a brenodi hanging flag&lt;br /&gt;
&lt;br /&gt;
models/common/props_system/flag2_nf.mdl for a nf flag&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 end of tutorial&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tutorial made by supaste&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Flag_Maps&amp;diff=3466</id>
		<title>Flag Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Flag_Maps&amp;diff=3466"/>
		<updated>2007-03-03T16:20:43Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Flag Maps}}&lt;br /&gt;
&lt;br /&gt;
{{note|under construction}}&lt;br /&gt;
&lt;br /&gt;
This tutorial is intended to teach you how to make the flag style maps as seen in escort and district.&lt;br /&gt;
&lt;br /&gt;
1. To start off you should build the area you would like the battle to take place in. Here&#039;s mine in 3D wireframe its very simple for the sake of this tutorial.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_1.gif|medium|step 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. You must then plan where the capture flags will be. (blue is Brenodi, grey is neutral and red is NF)After doing this you must number each flag. 1 must always be the first Northen Faction flag and the highest number must always be the first Brenodi flag.&lt;br /&gt;
&lt;br /&gt;
(notice that 4 is the highest number brenodi starts here and that 1 is the lowest number NF starts here)&lt;br /&gt;
[[Image:step_2.gif|medium|step 2]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Next you will want to place these flags on your map. To do this first you will need to go to entities on the righthand side of hammer and select &#039;emp_resource_point_prop&#039; and place it on your map in the 3D view.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_3.gif|medium|step 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. For my map i need 4 flags as shown in my plan so before i shift+drag the first &#039;emp_cap_model&#039; i made 3 times i will set it up properly. Bring up the object properties of &#039;emp_cap_model&#039; the only things that are not set up by default are the Brenodi and NF models. For this tutorial we will just use the flag pole models. &lt;br /&gt;
So make northen faction model &#039;models/common/props_system/flagpole01_nf.mdl&#039;&lt;br /&gt;
And the brenodi model &#039;models/common/props_system/flagpole01_imp.mdl&#039;&lt;br /&gt;
Leave everything else the same for the time being.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:step_4.gif|medium|step 4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. The next step is to shift+drag the &#039;emp_cap_model&#039; so for my map i need to do this 3 times. The below image is a 2D wireframe view. All the purple boxes are flags.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_5.gif|medium|step 5]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6. You must now number your flags by bringing up the object properties of each individual &#039;emp_cap_model&#039; and changing number of the parent capture point.&lt;br /&gt;
(remember-1 is always NF, highest number is always brenodi)&lt;br /&gt;
&lt;br /&gt;
[[Image:step_6.gif|medium|step 6]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7. Now you are ready to create the &#039;emp_cap_point&#039; this is a brush based entity which activates when a player steps into it. So first you need to click the block tool, drag a box around the area that a player can capture a point. (mine will be just bigger than the flag)You must then change the texture of this modle to &#039;nodraw&#039;. This texture does exactly what it says on the tin - it creates a object which is not drawn.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_7.gif|medium|step 7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8. You must now change this brush into a entity. To do this simply click on the brush and then with your keyboard press &#039;ctrl+t&#039;. This will have brought up the object properties menu. Change the class to a &#039;emp_cap_point&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:step_8.gif|medium|step 8]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9. Now that we have a capture point we need to make it comunicate with the correct flag. To do this make sure the properties menu is up and change the &#039;number of this capture point&#039; to the flag you want it to capture. You can have more that one capture point per flag but you must set them up the same (i think)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
10. There are lots of settings that you may wish to change on the capture point propertys bu ill let you work them out as each one is individual for most flags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
11. Now onto spawn points. When a flag is captured on most maps you will want that team to be able to spawn at a nearer flag. To do this we need a entity called &#039;emp_info_player&#039; these are simular to  info_player_start used in halflife2 except there is one for each team in empires. Brenodi has &#039;emp_info_player_imp&#039; and NF has &#039;emp_info_player_nf&#039; so its easy to tell them apart. For starting spawn points which are already captured you will need place a &#039;emp_info_player&#039; double click it and change the number of the parent capture point to its corisponding flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
12. Dont forget that as this spawn will be there at the start of the game you will need to change &#039;enabled?&#039; to yes.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_12.gif|medium|step 12]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
13. Now im going to show you how to set up the spawns for the neutral flags. For these, each flag will need spawns for each team rather than just one. Take a look at the picture below. Both of thoses spawn points are for the same flag its just that one team is traveling in one direction and the other in the oppersite. So when placing spawns bare in mind which direction the teams are traveling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:step_13.gif|medium|step 13]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
14. For these spawn points you need to make sure that you have &#039;enabled?&#039; set to no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
15. Now for the ammo and health boxes these are set up in a simular way to the spawn points. These is a different entity for each team.&lt;br /&gt;
&lt;br /&gt;
Brenodi&lt;br /&gt;
&#039;emp_imp_ammo_crate&#039; for the ammo box and &#039;emp_imp_health_crate&#039; for the health box&lt;br /&gt;
&lt;br /&gt;
NF&lt;br /&gt;
&#039;emp_nf_ammo_crate&#039; for the ammo box and &#039;emp_nf_health_crate&#039; for the health box&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:step_15.gif|medium|step 15]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
16. If the ammo crates and health crates are linked with a flag you will have to set them up the the corisponding flag. If they are just on the map and do not have anything to do with a flag you will need to set the flag number to 0.&lt;br /&gt;
&lt;br /&gt;
17. I think thats everything you need to make a working flag map but for just for good measures (and because pickjaoe wanted to know) ill tell you how to make hanging flags.&lt;br /&gt;
&lt;br /&gt;
18. Ok hanging flags... you have made a normal flag pole using &#039;emp_cap_model&#039; well this is exectly the same exept you change the type of model you use. So it&#039;s...&lt;br /&gt;
&lt;br /&gt;
models/common/props_system/flag2_neutral.mdl for a neutral hanging flag&lt;br /&gt;
models/common/props_system/flag2_imp.mdl for a brenodi hanging flag&lt;br /&gt;
models/common/props_system/flag2_nf.mdl for a nf flag&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 end of tutorial&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tutorial made by supaste&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Flag_Maps&amp;diff=3465</id>
		<title>Flag Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Flag_Maps&amp;diff=3465"/>
		<updated>2007-03-03T16:11:41Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Flag Maps}}&lt;br /&gt;
&lt;br /&gt;
{{note|under construction}}&lt;br /&gt;
&lt;br /&gt;
This tutorial is intended to teach you how to make the flag style maps as seen in escort and district.&lt;br /&gt;
&lt;br /&gt;
1. To start off you should build the area you would like the battle to take place in. Here&#039;s mine in 3D wireframe its very simple for the sake of this tutorial.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_1.gif|medium|step 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. You must then plan where the capture flags will be. (blue is Brenodi, grey is neutral and red is NF)After doing this you must number each flag. 1 must always be the first Northen Faction flag and the highest number must always be the first Brenodi flag.&lt;br /&gt;
&lt;br /&gt;
(notice that 4 is the highest number brenodi starts here and that 1 is the lowest number NF starts here)&lt;br /&gt;
[[Image:step_2.gif|medium|step 2]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Next you will want to place these flags on your map. To do this first you will need to go to entities on the righthand side of hammer and select &#039;emp_resource_point_prop&#039; and place it on your map in the 3D view.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_3.gif|medium|step 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. For my map i need 4 flags as shown in my plan so before i shift+drag the first &#039;emp_cap_model&#039; i made 3 times i will set it up properly. Bring up the object properties of &#039;emp_cap_model&#039; the only things that are not set up by default are the Brenodi and NF models. For this tutorial we will just use the flag pole models. &lt;br /&gt;
So make northen faction model &#039;models/common/props_system/flagpole01_nf.mdl&#039;&lt;br /&gt;
And the brenodi model &#039;models/common/props_system/flagpole01_imp.mdl&#039;&lt;br /&gt;
Leave everything else the same for the time being.&lt;br /&gt;
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[[Image:step_4.gif|medium|step 4]]&lt;br /&gt;
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5. The next step is to shift+drag the &#039;emp_cap_model&#039; so for my map i need to do this 3 times. The below image is a 2D wireframe view. All the purple boxes are flags.&lt;br /&gt;
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[[Image:step_5.gif|medium|step 5]]&lt;br /&gt;
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6. You must now number your flags by bringing up the object properties of each individual &#039;emp_cap_model&#039; and changing number of the parent capture point.&lt;br /&gt;
(remember-1 is always NF, highest number is always brenodi)&lt;br /&gt;
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[[Image:step_6.gif|medium|step 6]]&lt;br /&gt;
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7. Now you are ready to create the &#039;emp_cap_point&#039; this is a brush based entity which activates when a player steps into it. So first you need to click the block tool, drag a box around the area that a player can capture a point. (mine will be just bigger than the flag)You must then change the texture of this modle to &#039;nodraw&#039;. This texture does exactly what it says on the tin - it creates a object which is not drawn.&lt;br /&gt;
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[[Image:step_7.gif|medium|step 7]]&lt;br /&gt;
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8. You must now change this brush into a entity. To do this simply click on the brush and then with your keyboard press &#039;ctrl+t&#039;. This will have brought up the object properties menu. Change the class to a &#039;emp_cap_point&#039;&lt;br /&gt;
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[[Image:step_8.gif|medium|step 8]]&lt;br /&gt;
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9. Now that we have a capture point we need to make it comunicate with the correct flag. To do this make sure the properties menu is up and change the &#039;number of this capture point&#039; to the flag you want it to capture. You can have more that one capture point per flag but you must set them up the same (i think)&lt;br /&gt;
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10. There are lots of settings that you may wish to change on the capture point propertys bu ill let you work them out as each one is individual for most flags.&lt;br /&gt;
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11. Now onto spawn points. When a flag is captured on most maps you will want that team to be able to spawn at a nearer flag. To do this we need a entity called &#039;emp_info_player&#039; these are simular to  info_player_start used in halflife2 except there is one for each team in empires. Brenodi has &#039;emp_info_player_imp&#039; and NF has &#039;emp_info_player_nf&#039; so its easy to tell them apart. For starting spawn points which are already captured you will need place a &#039;emp_info_player&#039; double click it and change the number of the parent capture point to its corisponding flag.&lt;br /&gt;
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12. Dont forget that as this spawn will be there at the start of the game you will need to change &#039;enabled?&#039; to yes.&lt;br /&gt;
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[[Image:step_12.gif|medium|step 12]]&lt;br /&gt;
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13. Now im going to show you how to set up the spawns for the neutral flags. For these, each flag will need spawns for each team rather than just one. Take a look at the picture below. Both of thoses spawn points are for the same flag its just that one team is traveling in one direction and the other in the oppersite. So when placing spawns bare in mind which direction the teams are traveling.&lt;br /&gt;
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[[Image:step_13.gif|medium|step 13]]&lt;br /&gt;
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14. For these spawn points you need to make sure that you have &#039;enabled?&#039; set to no&lt;br /&gt;
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15. Now for the ammo and health boxes these are set up in a simular way to the spawn points. These is a different entity for each team.&lt;br /&gt;
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Brenodi&lt;br /&gt;
&#039;emp_imp_ammo_crate&#039; for the ammo box and &#039;emp_imp_health_crate&#039; for the health box&lt;br /&gt;
&lt;br /&gt;
NF&lt;br /&gt;
&#039;emp_nf_ammo_crate&#039; for the ammo box and &#039;emp_nf_health_crate&#039; for the health box&lt;br /&gt;
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[[Image:step_15.gif|medium|step 15]]&lt;br /&gt;
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16. If the ammo crates and health crates are linked with a flag you will have to set them up the the corisponding flag. If they are just on the map and do not have anything to do with a flag you will need to set the flag number to 0.&lt;br /&gt;
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&lt;br /&gt;
 end of tutorial&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tutorial made by supaste&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Basic_Conquest_Map&amp;diff=3464</id>
		<title>Basic Conquest Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Basic_Conquest_Map&amp;diff=3464"/>
		<updated>2007-03-03T16:08:12Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Basic Conquest Map}}&lt;br /&gt;
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(Please ensure that you have completed the [[Configuring Hammer for Empires]] guide before continuing).&lt;br /&gt;
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This guide is for showing you how to set up the conquest style map seen in maps such as Isle and Duststorm. This guide excludes the teaching of resource nodes and mini maps. Also remember that this tutorial is written in a way in which hammer n00bs can understand so if what is being talked about is to simple... skip it!&lt;br /&gt;
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1. Ok to start with, load up the source SDK (under &amp;quot;Tools&amp;quot; in steam) and open the Hammer Editor. This is the software used to create maps for any source-powered game.&lt;br /&gt;
Upon loding your screen should look like this...&lt;br /&gt;
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[[Image:Step 1.png|medium|step 1]]&lt;br /&gt;
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2. Create a new map by going &#039;File&#039; -&amp;gt; &#039;New&#039;. The screen should now look like this...&lt;br /&gt;
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[[Image:Step 2.png|medium|step 2]]&lt;br /&gt;
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3. Now select the block tool on the left hand side.&lt;br /&gt;
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[[Image:Step 3.png|medium|step 3]]&lt;br /&gt;
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4. Move your mouse to the 2D top view (the top right view) and use the mouse wheel to zoom in and out. To move the view, hold the space bar and drag with the left mouse button. When you are satisfied that you can navigate in this view, drag out a square using the left mouse button whilst the block tool is selected. Make it around 4096 by 4096 units. You will see a white outline where the block will be created. Press return on your keyboard to place the block.&lt;br /&gt;
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[[Image:Step 4.png|medium|step 4]]&lt;br /&gt;
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5. After you have done this the box should appear in the 3D view (top left view) but thanks to a new update from steam, this might not work first time. To correct this, click the camera tool and then click on a 2D view then scroll out in the 3D view.&lt;br /&gt;
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[[Image:Step 5.png|medium|step 5]]&lt;br /&gt;
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6. The next thing to do is to get used to moving around in the 3D view, there are two ways to equaly useful ways to do this.&lt;br /&gt;
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A) With the camera tool selected, click and hold the left mouse button in the 3D view. This rotates your view on the spot. The right mouse button moves your view left, right, up and down (relative to where you are looking). Holding both mouse buttons at once zooms the view in and out.&lt;br /&gt;
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B) No tool needs to be selected in this way of moving all you have to do is move your mouse into the 3D view and zoom in and out with the &#039;W&#039; and &#039;S&#039; keys and pan left and right with the &#039;A&#039; and &#039;D&#039; keys changing your direction with the arrow keys much like in spectator view on most source games only using arrow keys insted of the mouse.&lt;br /&gt;
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Once you are comfortable with moving around, move on to step 6.5.&lt;br /&gt;
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6.5. At this stage, your newly placed block will look like this. This is the default white texture.&lt;br /&gt;
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[[Image:Step 6.5.png|medium|step 6.5]]&lt;br /&gt;
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6.1. This makes it hard to see what you&#039;re doing, and doesn&#039;t look all that good either, so we are going to put a different texture on it. Half-Life 2 comes with many different textures, most of which can be used for this kind of object. In this case, I&#039;m going to have it as grass. To find your texture, select browse at the right hand side.&lt;br /&gt;
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[[Image:Step 6.6.png|medium|step 6.6]]&lt;br /&gt;
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6.2. Now type in the filter &amp;quot;grass&amp;quot;.&lt;br /&gt;
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[[Image:Step 6.7.png|medium|step 6.7]]&lt;br /&gt;
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6.3. Select the specific texture that you want by double clicking it. You will then be brought back to the editing screen, where you should now select your block and click the apply texture button.&lt;br /&gt;
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[[Image:Step 6.8.png|medium|step 6.8]]&lt;br /&gt;
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7. Now we are going to place some entities. These are what really make the map function. Some examples would be the baracks and the command vehicles. To begin, click the entity tool.&lt;br /&gt;
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[[Image:Step 7.png|medium|step 7]]&lt;br /&gt;
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8. You will notice that when you do this, at the right hand side of the screen, two previously greyed out dropdown boxes will now become available. The top one is used to decide what you are placing (in this case, leave it on &amp;quot;Entities&amp;quot;) and the bottom box chooses what you are placing out of that category. The other options relate to prefabs, and are not relevant to this tutorial. We will be using the bottom box to select the Brenodi barracks entity. This is named &#039;&#039;&#039;emp_building_imp_barracks&#039;&#039;&#039;.&lt;br /&gt;
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[[Image:Step 8.png|medium|step 8]]&lt;br /&gt;
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9. The easiest way to place entities in the map is via the 3D view. Clicking anywhere on your ground, a barracks should appear. Chances are, it hasn&#039;t been placed exactly how you want it (it is probably too high) so this means we will have to use the 2D views to position it how we want it.&lt;br /&gt;
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[[Image:Step 9.png|medium|step 9]]&lt;br /&gt;
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10. To move a object in the 2D view simply select it (by clicking on it in the 3D view), and drag it around. Notice it will snap to the grid. In order to change the grid size, use the &#039;[&#039; and &#039;]&#039; keys. This works exactly the same in all of the 2D views.&lt;br /&gt;
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11. Once you have positioned the Brenodi barracks where you want it, do the same with the NF one (&#039;&#039;&#039;emp_building_nf_barracks&#039;&#039;&#039;)...&lt;br /&gt;
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[[Image:Step 11.png|medium|step 11]]&lt;br /&gt;
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12. Now we need to add the command vehicles (&#039;&#039;&#039;emp_imp_commander&#039;&#039;&#039;) and (&#039;&#039;&#039;emp_nf_commander&#039;&#039;&#039;). This works exactly the same as the barracks, but leave them ever so slightly above the ground so that when the game starts they drop to the floor rather than being stuck in the ground. The Brenodi CV&#039;s front wheels will look all screwed up; dont worry, this will correct itself in-game.&lt;br /&gt;
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[[Image:Step 12.png|medium|step 12]]&lt;br /&gt;
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13. The next thing to now do is to make the sky box. For this tutorial we are going to be using a 2D skybox, as this is much simpler than a 3D one. Effectively all we are going to do is use the block tool to make a box around the map, and use the skybox tool texture on it to turn it into sky. I find it best to start making this from the edge of our map in the top view.&lt;br /&gt;
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[[Image:Step 13.png|medium|step 13]]&lt;br /&gt;
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14. Now you have one side of your skybox (untextured) but it is not the right height so you need to go into a different 2D view and begin resizing it. I would say that about 1087 units high would be enough, but keep in mind that the commander can only move inside this box. If it&#039;s too short, his view of the battle will be severely limited. Also remember that when making these bits it sometimes helps you later on to have blocks meet at corners rather then edges (as shown in bottem right 2D view).&lt;br /&gt;
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[[Image:Step 14.png|medium|step 14]]&lt;br /&gt;
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15. I think its a good time to tell you how to copy a block as this comes in useful when doing lots of brushwork. To copy a block, all you have to do is select it and drag it with your mouse in a 2D view whilst holding the shift key. Try doing this with the block we made in step 13. Also you can delete blocks you have made by selecting them and pressing the &#039;delete key&#039;&lt;br /&gt;
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[[Image:Step 15.png|medium|step 15]]&lt;br /&gt;
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16. Now do the same with the other two sides.&lt;br /&gt;
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[[Image:Step 16.png|medium|step 16]]&lt;br /&gt;
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17. Now we need to add a ceiling, start by dragging a box in the top 2D view the same size and shape as the floor then bring it up to meet the corners of the side of your map.&lt;br /&gt;
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[[Image:Step 17.png|medium|step 17]]&lt;br /&gt;
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18. You will want to texture the ceiling and the walls, texture them as skyboxes this is done in the same way as how we textured the floor only you use the skybox texture search &#039;skybox&#039; or &#039;tools&#039; to find it.&lt;br /&gt;
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[[Image:Step 18.png|medium|step 18]]&lt;br /&gt;
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19. Next we need to add &#039;Emp_info_params&#039; this a entity that tells hammer how many resources each team starts with, how many reinforcements each team has and various other things. When you place it it should appear as a red cube when selected and a purple cube when not selected. To edit the propities of it double click it in the 3D view. (Dont forget if you want to play this map set the resources quite high as resource nodes are not in this tutorial)&lt;br /&gt;
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[[Image:Step 19.png|medium|step 19]]&lt;br /&gt;
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20. Lastly we need to add &#039;emp_info_map_overview&#039; this is also a entity and is selected in the same way as &#039;Emp_info_params&#039;&lt;br /&gt;
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[[Image:Step 20.png|medium|step 20]]&lt;br /&gt;
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21. Dont forget that to play your map go to file- runmap and hit ok to compile! Have fun!&lt;br /&gt;
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                                        end of tutorial&lt;br /&gt;
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Tutorial made by supaste with special thanks to Broccoli and other people who did corrections for me (add your name if i missed you)&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Flag_Maps&amp;diff=3463</id>
		<title>Flag Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Flag_Maps&amp;diff=3463"/>
		<updated>2007-03-03T16:01:26Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Flag Maps}}&lt;br /&gt;
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{{note|under construction}}&lt;br /&gt;
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This tutorial is intended to teach you how to make the flag style maps as seen in escort and district.&lt;br /&gt;
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1. To start off you should build the area you would like the battle to take place in. Here&#039;s mine in 3D wireframe its very simple for the sake of this tutorial.&lt;br /&gt;
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[[Image:step_1.gif|medium|step 1]]&lt;br /&gt;
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2. You must then plan where the capture flags will be. (blue is Brenodi, grey is neutral and red is NF)After doing this you must number each flag. 1 must always be the first Northen Faction flag and the highest number must always be the first Brenodi flag.&lt;br /&gt;
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(notice that 4 is the highest number brenodi starts here and that 1 is the lowest number NF starts here)&lt;br /&gt;
[[Image:step_2.gif|medium|step 2]]&lt;br /&gt;
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3. Next you will want to place these flags on your map. To do this first you will need to go to entities on the righthand side of hammer and select &#039;emp_resource_point_prop&#039; and place it on your map in the 3D view.&lt;br /&gt;
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[[Image:step_3.gif|medium|step 3]]&lt;br /&gt;
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4. For my map i need 4 flags as shown in my plan so before i shift+drag the first &#039;emp_cap_model&#039; i made 3 times i will set it up properly. Bring up the object properties of &#039;emp_cap_model&#039; the only things that are not set up by default are the Brenodi and NF models. For this tutorial we will just use the flag pole models. &lt;br /&gt;
So make northen faction model &#039;models/common/props_system/flagpole01_nf.mdl&#039;&lt;br /&gt;
And the brenodi model &#039;models/common/props_system/flagpole01_imp.mdl&#039;&lt;br /&gt;
Leave everything else the same for the time being.&lt;br /&gt;
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[[Image:step_4.gif|medium|step 4]]&lt;br /&gt;
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5. The next step is to shift+drag the &#039;emp_cap_model&#039; so for my map i need to do this 3 times. The below image is a 2D wireframe view. All the purple boxes are flags.&lt;br /&gt;
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[[Image:step_5.gif|medium|step 5]]&lt;br /&gt;
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6. You must now number your flags by bringing up the object properties of each individual &#039;emp_cap_model&#039; and changing number of the parent capture point.&lt;br /&gt;
(remember-1 is always NF, highest number is always brenodi)&lt;br /&gt;
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[[Image:step_6.gif|medium|step 6]]&lt;br /&gt;
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7. Now you are ready to create the &#039;emp_cap_point&#039; this is a brush based entity which activates when a player steps into it. So first you need to click the block tool, drag a box around the area that a player can capture a point. (mine will be just bigger than the flag)You must then change the texture of this modle to &#039;nodraw&#039;. This texture does exactly what it says on the tin - it creates a object which is not drawn.&lt;br /&gt;
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[[Image:step_7.gif|medium|step 7]]&lt;br /&gt;
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8. You must now change this brush into a entity. To do this simply click on the brush and then with your keyboard press &#039;ctrl+t&#039;. This will have brought up the object properties menu. Change the class to a &#039;emp_cap_point&#039;&lt;br /&gt;
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[[Image:step_8.gif|medium|step 8]]&lt;br /&gt;
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9. Now that we have a capture point we need to make it comunicate with the correct flag. To do this make sure the properties menu is up and change the &#039;number of this capture point&#039; to the flag you want it to capture. You can have more that one capture point per flag but you must set them up the same (i think)&lt;br /&gt;
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10. There are lots of settings that you may wish to change on the capture point propertys bu ill let you work them out as each one is individual for most flags.&lt;br /&gt;
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11. Now onto spawn points. When a flag is captured on most maps you will want that team to be able to spawn at a nearer flag. To do this we need a entity called &#039;emp_info_player&#039; these are simular to  info_player_start used in halflife2 except there is one for each team in empires. Brenodi has &#039;emp_info_player_imp&#039; and NF has &#039;emp_info_player_nf&#039; so its easy to tell them apart. For starting spawn points which are already captured you will need place a &#039;emp_info_player&#039; double click it and change the number of the parent capture point to its corisponding flag.&lt;br /&gt;
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12. Dont forget that as this spawn will be there at the start of the game you will need to change &#039;enabled?&#039; to yes.&lt;br /&gt;
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[[Image:step_12.gif|medium|step 12]]&lt;br /&gt;
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&lt;br /&gt;
13. Now im going to show you how to set up the spawns for the neutral flags. For these, each flag will need spawns for each team rather than just one. Take a look at the picture below. Both of thoses spawn points are for the same flag its just that one team is traveling in one direction and the other in the oppersite. So when placing spawns bare in mind which direction the teams are traveling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:step_13.gif|medium|step 13]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
14. For these spawn points you need to make sure that you have &#039;enabled?&#039; set to no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
15. Now for the ammo and health boxes these are set up in a simular way to the spawn points. These is a different entity for each team.&lt;br /&gt;
&lt;br /&gt;
Brenodi&lt;br /&gt;
&#039;emp_imp_ammo_crate&#039; for the ammo box and &#039;emp_imp_health_crate&#039; for the health box&lt;br /&gt;
&lt;br /&gt;
NF&lt;br /&gt;
&#039;emp_nf_ammo_crate&#039; for the ammo box and &#039;emp_nf_health_crate&#039; for the health box&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:step_15.gif|medium|step 15]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
16. If the ammo crates and health crates are linked with a flag you will have to set them up the the corisponding flag. If they are just on the map and do not have anything to do with a flag you will need to set the flag number to 0.&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Flag_Maps&amp;diff=3462</id>
		<title>Flag Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Flag_Maps&amp;diff=3462"/>
		<updated>2007-03-03T15:52:21Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Flag Maps}}&lt;br /&gt;
&lt;br /&gt;
{{note|under construction}}&lt;br /&gt;
&lt;br /&gt;
This tutorial is intended to teach you how to make the flag style maps as seen in escort and district.&lt;br /&gt;
&lt;br /&gt;
1. To start off you should build the area you would like the battle to take place in. Here&#039;s mine in 3D wireframe its very simple for the sake of this tutorial.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_1.gif|medium|step 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. You must then plan where the capture flags will be. (blue is Brenodi, grey is neutral and red is NF)After doing this you must number each flag. 1 must always be the first Northen Faction flag and the highest number must always be the first Brenodi flag.&lt;br /&gt;
&lt;br /&gt;
(notice that 4 is the highest number brenodi starts here and that 1 is the lowest number NF starts here)&lt;br /&gt;
[[Image:step_2.gif|medium|step 2]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Next you will want to place these flags on your map. To do this first you will need to go to entities on the righthand side of hammer and select &#039;emp_resource_point_prop&#039; and place it on your map in the 3D view.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_3.gif|medium|step 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. For my map i need 4 flags as shown in my plan so before i shift+drag the first &#039;emp_cap_model&#039; i made 3 times i will set it up properly. Bring up the object properties of &#039;emp_cap_model&#039; the only things that are not set up by default are the Brenodi and NF models. For this tutorial we will just use the flag pole models. &lt;br /&gt;
So make northen faction model &#039;models/common/props_system/flagpole01_nf.mdl&#039;&lt;br /&gt;
And the brenodi model &#039;models/common/props_system/flagpole01_imp.mdl&#039;&lt;br /&gt;
Leave everything else the same for the time being.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:step_4.gif|medium|step 4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. The next step is to shift+drag the &#039;emp_cap_model&#039; so for my map i need to do this 3 times. The below image is a 2D wireframe view. All the purple boxes are flags.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_5.gif|medium|step 5]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6. You must now number your flags by bringing up the object properties of each individual &#039;emp_cap_model&#039; and changing number of the parent capture point.&lt;br /&gt;
(remember-1 is always NF, highest number is always brenodi)&lt;br /&gt;
&lt;br /&gt;
[[Image:step_6.gif|medium|step 6]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7. Now you are ready to create the &#039;emp_cap_point&#039; this is a brush based entity which activates when a player steps into it. So first you need to click the block tool, drag a box around the area that a player can capture a point. (mine will be just bigger than the flag)You must then change the texture of this modle to &#039;nodraw&#039;. This texture does exactly what it says on the tin - it creates a object which is not drawn.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_7.gif|medium|step 7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8. You must now change this brush into a entity. To do this simply click on the brush and then with your keyboard press &#039;ctrl+t&#039;. This will have brought up the object properties menu. Change the class to a &#039;emp_cap_point&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:step_8.gif|medium|step 8]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9. Now that we have a capture point we need to make it comunicate with the correct flag. To do this make sure the properties menu is up and change the &#039;number of this capture point&#039; to the flag you want it to capture. You can have more that one capture point per flag but you must set them up the same (i think)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
10. There are lots of settings that you may wish to change on the capture point propertys bu ill let you work them out as each one is individual for most flags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
11. Now onto spawn points. When a flag is captured on most maps you will want that team to be able to spawn at a nearer flag. To do this we need a entity called &#039;emp_info_player&#039; these are simular to  info_player_start used in halflife2 except there is one for each team in empires. Brenodi has &#039;emp_info_player_imp&#039; and NF has &#039;emp_info_player_nf&#039; so its easy to tell them apart. For starting spawn points which are already captured you will need place a &#039;emp_info_player&#039; double click it and change the number of the parent capture point to its corisponding flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
12. Dont forget that as this spawn will be there at the start of the game you will need to change &#039;enabled?&#039; to yes.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_12.gif|medium|step 12]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
13. Now im going to show you how to set up the spawns for the neutral flags. For these, each flag will need spawns for each team rather than just one. Take a look at the picture below. Both of thoses spawn points are for the same flag its just that one team is traveling in one direction and the other in the oppersite. So when placing spawns bare in mind which direction the teams are traveling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:step_13.gif|medium|step 13]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
14. For these spawn points you need to make sure that you have &#039;enabled?&#039; set to no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
15. Now for the ammo and health boxes these are set up in a simular way to the spawn points. These is a different entity for each team.&lt;br /&gt;
&lt;br /&gt;
Brenodi&lt;br /&gt;
&#039;emp_imp_ammo_crate&#039; for the ammo box and &#039;emp_imp_health_crate&#039; for the health box&lt;br /&gt;
&lt;br /&gt;
NF&lt;br /&gt;
&#039;emp_nf_ammo_crate&#039; for the ammo box and &#039;emp_nf_health_crate&#039; for the health box&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:step_15.gif|medium|step 15]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
16.&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Flag_Maps&amp;diff=3461</id>
		<title>Flag Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Flag_Maps&amp;diff=3461"/>
		<updated>2007-03-03T15:50:04Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Flag Maps}}&lt;br /&gt;
&lt;br /&gt;
{{note|under construction}}&lt;br /&gt;
&lt;br /&gt;
This tutorial is intended to teach you how to make the flag style maps as seen in escort and district.&lt;br /&gt;
&lt;br /&gt;
1. To start off you should build the area you would like the battle to take place in. Here&#039;s mine in 3D wireframe its very simple for the sake of this tutorial.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_1.gif|medium|step 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. You must then plan where the capture flags will be. (blue is Brenodi, grey is neutral and red is NF)After doing this you must number each flag. 1 must always be the first Northen Faction flag and the highest number must always be the first Brenodi flag.&lt;br /&gt;
&lt;br /&gt;
(notice that 4 is the highest number brenodi starts here and that 1 is the lowest number NF starts here)&lt;br /&gt;
[[Image:step_2.gif|medium|step 2]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Next you will want to place these flags on your map. To do this first you will need to go to entities on the righthand side of hammer and select &#039;emp_resource_point_prop&#039; and place it on your map in the 3D view.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_3.gif|medium|step 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. For my map i need 4 flags as shown in my plan so before i shift+drag the first &#039;emp_cap_model&#039; i made 3 times i will set it up properly. Bring up the object properties of &#039;emp_cap_model&#039; the only things that are not set up by default are the Brenodi and NF models. For this tutorial we will just use the flag pole models. &lt;br /&gt;
So make northen faction model &#039;models/common/props_system/flagpole01_nf.mdl&#039;&lt;br /&gt;
And the brenodi model &#039;models/common/props_system/flagpole01_imp.mdl&#039;&lt;br /&gt;
Leave everything else the same for the time being.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:step_4.gif|medium|step 4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. The next step is to shift+drag the &#039;emp_cap_model&#039; so for my map i need to do this 3 times. The below image is a 2D wireframe view. All the purple boxes are flags.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_5.gif|medium|step 5]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6. You must now number your flags by bringing up the object properties of each individual &#039;emp_cap_model&#039; and changing number of the parent capture point.&lt;br /&gt;
(remember-1 is always NF, highest number is always brenodi)&lt;br /&gt;
&lt;br /&gt;
[[Image:step_6.gif|medium|step 6]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7. Now you are ready to create the &#039;emp_cap_point&#039; this is a brush based entity which activates when a player steps into it. So first you need to click the block tool, drag a box around the area that a player can capture a point. (mine will be just bigger than the flag)You must then change the texture of this modle to &#039;nodraw&#039;. This texture does exactly what it says on the tin - it creates a object which is not drawn.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_7.gif|medium|step 7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8. You must now change this brush into a entity. To do this simply click on the brush and then with your keyboard press &#039;ctrl+t&#039;. This will have brought up the object properties menu. Change the class to a &#039;emp_cap_point&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:step_8.gif|medium|step 8]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9. Now that we have a capture point we need to make it comunicate with the correct flag. To do this make sure the properties menu is up and change the &#039;number of this capture point&#039; to the flag you want it to capture. You can have more that one capture point per flag but you must set them up the same (i think)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
10. There are lots of settings that you may wish to change on the capture point propertys bu ill let you work them out as each one is individual for most flags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
11. Now onto spawn points. When a flag is captured on most maps you will want that team to be able to spawn at a nearer flag. To do this we need a entity called &#039;emp_info_player&#039; these are simular to  info_player_start used in halflife2 except there is one for each team in empires. Brenodi has &#039;emp_info_player_imp&#039; and NF has &#039;emp_info_player_nf&#039; so its easy to tell them apart. For starting spawn points which are already captured you will need place a &#039;emp_info_player&#039; double click it and change the number of the parent capture point to its corisponding flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
12. Dont forget that as this spawn will be there at the start of the game you will need to change &#039;enabled?&#039; to yes.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_12.gif|medium|step 12]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
13. Now im going to show you how to set up the spawns for the neutral flags. For these, each flag will need spawns for each team rather than just one. Take a look at the picture below. Both of thoses spawn points are for the same flag its just that one team is traveling in one direction and the other in the oppersite. So when placing spawns bare in mind which direction the teams are traveling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:step_13.gif|medium|step 13]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
14. For these spawn points you need to make sure that you have &#039;enabled?&#039; set to no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
15. Now for the ammo and health boxes these are set up in a simular way to the spawn points. These is a different entity for each team.&lt;br /&gt;
&lt;br /&gt;
Brenodi&lt;br /&gt;
&#039;emp_imp_ammo_crate&#039; for the ammo box&lt;br /&gt;
&#039;emp_imp_health_crate&#039; for the health box&lt;br /&gt;
&lt;br /&gt;
NF&lt;br /&gt;
&#039;emp_nf_ammo_crate&#039; for the ammo box&lt;br /&gt;
&#039;emp_nf_health_crate&#039; for the health box&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:step_15.gif|medium|step 15]]&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Step_15.gif&amp;diff=3460</id>
		<title>File:Step 15.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Step_15.gif&amp;diff=3460"/>
		<updated>2007-03-03T15:49:48Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Flag_Maps&amp;diff=3459</id>
		<title>Flag Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Flag_Maps&amp;diff=3459"/>
		<updated>2007-03-03T15:30:50Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Flag Maps}}&lt;br /&gt;
&lt;br /&gt;
{{note|under construction}}&lt;br /&gt;
&lt;br /&gt;
This tutorial is intended to teach you how to make the flag style maps as seen in escort and district.&lt;br /&gt;
&lt;br /&gt;
1. To start off you should build the area you would like the battle to take place in. Here&#039;s mine in 3D wireframe its very simple for the sake of this tutorial.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_1.gif|medium|step 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. You must then plan where the capture flags will be. (blue is Brenodi, grey is neutral and red is NF)After doing this you must number each flag. 1 must always be the first Northen Faction flag and the highest number must always be the first Brenodi flag.&lt;br /&gt;
&lt;br /&gt;
(notice that 4 is the highest number brenodi starts here and that 1 is the lowest number NF starts here)&lt;br /&gt;
[[Image:step_2.gif|medium|step 2]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Next you will want to place these flags on your map. To do this first you will need to go to entities on the righthand side of hammer and select &#039;emp_resource_point_prop&#039; and place it on your map in the 3D view.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_3.gif|medium|step 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. For my map i need 4 flags as shown in my plan so before i shift+drag the first &#039;emp_cap_model&#039; i made 3 times i will set it up properly. Bring up the object properties of &#039;emp_cap_model&#039; the only things that are not set up by default are the Brenodi and NF models. For this tutorial we will just use the flag pole models. &lt;br /&gt;
So make northen faction model &#039;models/common/props_system/flagpole01_nf.mdl&#039;&lt;br /&gt;
And the brenodi model &#039;models/common/props_system/flagpole01_imp.mdl&#039;&lt;br /&gt;
Leave everything else the same for the time being.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:step_4.gif|medium|step 4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. The next step is to shift+drag the &#039;emp_cap_model&#039; so for my map i need to do this 3 times. The below image is a 2D wireframe view. All the purple boxes are flags.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_5.gif|medium|step 5]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6. You must now number your flags by bringing up the object properties of each individual &#039;emp_cap_model&#039; and changing number of the parent capture point.&lt;br /&gt;
(remember-1 is always NF, highest number is always brenodi)&lt;br /&gt;
&lt;br /&gt;
[[Image:step_6.gif|medium|step 6]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7. Now you are ready to create the &#039;emp_cap_point&#039; this is a brush based entity which activates when a player steps into it. So first you need to click the block tool, drag a box around the area that a player can capture a point. (mine will be just bigger than the flag)You must then change the texture of this modle to &#039;nodraw&#039;. This texture does exactly what it says on the tin - it creates a object which is not drawn.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_7.gif|medium|step 7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8. You must now change this brush into a entity. To do this simply click on the brush and then with your keyboard press &#039;ctrl+t&#039;. This will have brought up the object properties menu. Change the class to a &#039;emp_cap_point&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:step_8.gif|medium|step 8]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9. Now that we have a capture point we need to make it comunicate with the correct flag. To do this make sure the properties menu is up and change the &#039;number of this capture point&#039; to the flag you want it to capture. You can have more that one capture point per flag but you must set them up the same (i think)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
10. There are lots of settings that you may wish to change on the capture point propertys bu ill let you work them out as each one is individual for most flags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
11. Now onto spawn points. When a flag is captured on most maps you will want that team to be able to spawn at a nearer flag. To do this we need a entity called &#039;emp_info_player&#039; these are simular to  info_player_start used in halflife2 except there is one for each team in empires. Brenodi has &#039;emp_info_player_imp&#039; and NF has &#039;emp_info_player_nf&#039; so its easy to tell them apart. For starting spawn points which are already captured you will need place a &#039;emp_info_player&#039; double click it and change the number of the parent capture point to its corisponding flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
12. Dont forget that as this spawn will be there at the start of the game you will need to change &#039;enabled?&#039; to yes.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_12.gif|medium|step 12]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
13. Now im going to show you how to set up the spawns for the neutral flags. For these, each flag will need spawns for each team rather than just one. Take a look at the picture below. Both of thoses spawn points are for the same flag its just that one team is traveling in one direction and the other in the oppersite. So when placing spawns bare in mind which direction the teams are traveling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:step_13.gif|medium|step 13]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
14. For these spawn points you need to make sure that you have &#039;enabled?&#039; set to no&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Flag_Maps&amp;diff=3458</id>
		<title>Flag Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Flag_Maps&amp;diff=3458"/>
		<updated>2007-03-03T14:49:45Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Flag Maps}}&lt;br /&gt;
&lt;br /&gt;
{{note|under construction}}&lt;br /&gt;
&lt;br /&gt;
This tutorial is intended to teach you how to make the flag style maps as seen in escort and district.&lt;br /&gt;
&lt;br /&gt;
1. To start off you should build the area you would like the battle to take place in. Here&#039;s mine in 3D wireframe its very simple for the sake of this tutorial.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_1.gif|medium|step 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. You must then plan where the capture flags will be. (blue is Brenodi, grey is neutral and red is NF)After doing this you must number each flag. 1 must always be the first Northen Faction flag and the highest number must always be the first Brenodi flag.&lt;br /&gt;
&lt;br /&gt;
(notice that 4 is the highest number brenodi starts here and that 1 is the lowest number NF starts here)&lt;br /&gt;
[[Image:step_2.gif|medium|step 2]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Next you will want to place these flags on your map. To do this first you will need to go to entities on the righthand side of hammer and select &#039;emp_resource_point_prop&#039; and place it on your map in the 3D view.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_3.gif|medium|step 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. For my map i need 4 flags as shown in my plan so before i shift+drag the first &#039;emp_cap_model&#039; i made 3 times i will set it up properly. Bring up the object properties of &#039;emp_cap_model&#039; the only things that are not set up by default are the Brenodi and NF models. For this tutorial we will just use the flag pole models. &lt;br /&gt;
So make northen faction model &#039;models/common/props_system/flagpole01_nf.mdl&#039;&lt;br /&gt;
And the brenodi model &#039;models/common/props_system/flagpole01_imp.mdl&#039;&lt;br /&gt;
Leave everything else the same for the time being.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:step_4.gif|medium|step 4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. The next step is to shift+drag the &#039;emp_cap_model&#039; so for my map i need to do this 3 times. The below image is a 2D wireframe view. All the purple boxes are flags.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_5.gif|medium|step 5]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6. You must now number your flags by bringing up the object properties of each individual &#039;emp_cap_model&#039; and changing number of the parent capture point.&lt;br /&gt;
(remember-1 is always NF, highest number is always brenodi)&lt;br /&gt;
&lt;br /&gt;
[[Image:step_6.gif|medium|step 6]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7. Now you are ready to create the &#039;emp_cap_point&#039; this is a brush based entity which activates when a player steps into it. So first you need to click the block tool, drag a box around the area that a player can capture a point. (mine will be just bigger than the flag)You must then change the texture of this modle to &#039;nodraw&#039;. This texture does exactly what it says on the tin - it creates a object which is not drawn.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_7.gif|medium|step 7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8. You must now change this brush into a entity. To do this simply click on the brush and then with your keyboard press &#039;ctrl+t&#039;. This will have brought up the object properties menu. Change the class to a &#039;emp_cap_point&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:step_8.gif|medium|step 8]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9. Now that we have a capture point we need to make it comunicate with the correct flag. To do this make sure the properties menu is up and change the &#039;number of this capture point&#039; to the flag you want it to capture. You can have more that one capture point per flag but you must set them up the same (i think)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
10. There are lots of settings that you may wish to change on the capture point propertys bu ill let you work them out as each one is individual for most flags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
11. Now onto spawn points. When a flag is captured on most maps you will want that team to be able to spawn at a nearer flag. To do this we need a entity called &#039;emp_info_player&#039; these are simular to  info_player_start used in halflife2 except there is one for each team in empires. Brenodi has &#039;emp_info_player_imp&#039; and NF has &#039;emp_info_player_nf&#039; so its easy to tell them apart. For starting spawn points which are already captured you will need place a &#039;emp_info_player&#039; double click it and change the number of the parent capture point to its corisponding flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
12. Dont forget that as this spawn will be there at the start of the game you will need to change &#039;enabled?&#039; to yes.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_12.gif|medium|step 12]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
13. Ok so those spawns were easy enough to set up because they never had to change the team which controlled them but now im going to show you how to set up the spawns for the neutral flags. For these each flag will need spawns for each team rather than just one. Take a look at the picture below. Both of thoses spawn points are for the same flag its just that one team is traveling in one direction and the other in the oppersite. So when placing spawns bare in mind which direction the teams are traveling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:step_13.gif|medium|step 13]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
14. For these spawn points you need&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Step_13.gif&amp;diff=3457</id>
		<title>File:Step 13.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Step_13.gif&amp;diff=3457"/>
		<updated>2007-03-03T14:49:39Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Step_12.gif&amp;diff=3456</id>
		<title>File:Step 12.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Step_12.gif&amp;diff=3456"/>
		<updated>2007-03-03T14:30:58Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Flag_Maps&amp;diff=3455</id>
		<title>Flag Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Flag_Maps&amp;diff=3455"/>
		<updated>2007-03-03T14:30:36Z</updated>

		<summary type="html">&lt;p&gt;Lightning: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Flag Maps}}&lt;br /&gt;
&lt;br /&gt;
{{note|under construction}}&lt;br /&gt;
&lt;br /&gt;
This tutorial is intended to teach you how to make the flag style maps as seen in escort and district.&lt;br /&gt;
&lt;br /&gt;
1. To start off you should build the area you would like the battle to take place in. Here&#039;s mine in 3D wireframe its very simple for the sake of this tutorial.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_1.gif|medium|step 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. You must then plan where the capture flags will be. (blue is Brenodi, grey is neutral and red is NF)After doing this you must number each flag. 1 must always be the first Northen Faction flag and the highest number must always be the first Brenodi flag.&lt;br /&gt;
&lt;br /&gt;
(notice that 4 is the highest number brenodi starts here and that 1 is the lowest number NF starts here)&lt;br /&gt;
[[Image:step_2.gif|medium|step 2]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Next you will want to place these flags on your map. To do this first you will need to go to entities on the righthand side of hammer and select &#039;emp_resource_point_prop&#039; and place it on your map in the 3D view.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_3.gif|medium|step 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. For my map i need 4 flags as shown in my plan so before i shift+drag the first &#039;emp_cap_model&#039; i made 3 times i will set it up properly. Bring up the object properties of &#039;emp_cap_model&#039; the only things that are not set up by default are the Brenodi and NF models. For this tutorial we will just use the flag pole models. &lt;br /&gt;
So make northen faction model &#039;models/common/props_system/flagpole01_nf.mdl&#039;&lt;br /&gt;
And the brenodi model &#039;models/common/props_system/flagpole01_imp.mdl&#039;&lt;br /&gt;
Leave everything else the same for the time being.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:step_4.gif|medium|step 4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. The next step is to shift+drag the &#039;emp_cap_model&#039; so for my map i need to do this 3 times. The below image is a 2D wireframe view. All the purple boxes are flags.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_5.gif|medium|step 5]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6. You must now number your flags by bringing up the object properties of each individual &#039;emp_cap_model&#039; and changing number of the parent capture point.&lt;br /&gt;
(remember-1 is always NF, highest number is always brenodi)&lt;br /&gt;
&lt;br /&gt;
[[Image:step_6.gif|medium|step 6]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7. Now you are ready to create the &#039;emp_cap_point&#039; this is a brush based entity which activates when a player steps into it. So first you need to click the block tool, drag a box around the area that a player can capture a point. (mine will be just bigger than the flag)You must then change the texture of this modle to &#039;nodraw&#039;. This texture does exactly what it says on the tin - it creates a object which is not drawn.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_7.gif|medium|step 7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8. You must now change this brush into a entity. To do this simply click on the brush and then with your keyboard press &#039;ctrl+t&#039;. This will have brought up the object properties menu. Change the class to a &#039;emp_cap_point&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:step_8.gif|medium|step 8]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9. Now that we have a capture point we need to make it comunicate with the correct flag. To do this make sure the properties menu is up and change the &#039;number of this capture point&#039; to the flag you want it to capture. You can have more that one capture point per flag but you must set them up the same (i think)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
10. There are lots of settings that you may wish to change on the capture point propertys bu ill let you work them out as each one is individual for most flags.&lt;br /&gt;
&lt;br /&gt;
11. Now onto spawn points. When a flag is captured on most maps you will want that team to be able to spawn at a nearer flag. To do this we need a entity called &#039;emp_info_player&#039; these are simular to  info_player_start used in halflife except there is one for each team in empires. Brenodi has &#039;emp_info_player_imp&#039; and NF has &#039;emp_info_player_nf&#039; so its easy to tell them apart. For starting spawn points which are already captured you will need place a &#039;emp_info_player&#039; double click it and change the number of the parent capture point to its corisponding flag.&lt;br /&gt;
&lt;br /&gt;
12. Dont forget that as this spawn will be there at the start of the game you will need to change &#039;enabled?&#039; to yes.&lt;br /&gt;
&lt;br /&gt;
[[Image:step_12.gif|medium|step 12]]&lt;/div&gt;</summary>
		<author><name>Lightning</name></author>
	</entry>
</feed>