Emp eng map brush: Difference between revisions

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The Entity used for Engineer Buildable Structures in [http://empiresmod.info/index.php/Main_Page Empires] maps.  
The Entity used for Engineer Buildable Structures in [http://empiresmod.info/index.php/Main_Page Empires] maps.  


== Properties ==
== Keyvalues ==
*; Name : Name of the Entity
*; Name : Name of the Entity
*; Number of the Parent Capture Point : If this entity is to be enabled/disabled in association with the capture/loss of a capture point, input the associated capture point's number (defined in the capture point's properties)
*; Number of the Parent Capture Point : If this entity is to be enabled/disabled in association with the capture/loss of a capture point, input the associated capture point's number (defined in the capture point's properties)
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*; Only Grenadier can Harm : If yes, then only the grenadier can harm this object, and his rpg does normal damage.  Use this for creating obstacles in your map that only grenadiers can get through.  If no, then enemy engineers can deconstruct it, and all blast
*; Only Grenadier can Harm : If yes, then only the grenadier can harm this object, and his rpg does normal damage.  Use this for creating obstacles in your map that only grenadiers can get through.  If no, then enemy engineers can deconstruct it, and all blast
*; Solid on Respawn : After this is destroyed and it respawns, does this entity start solid or does it need to be fully built first?
*; Solid on Respawn : After this is destroyed and it respawns, does this entity start solid or does it need to be fully built first?
==Flags==
This entity has no flags.


== Notes ==
== Notes ==

Revision as of 10:55, 3 February 2009

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Description

The Entity used for Engineer Buildable Structures in Empires maps.

Keyvalues

  • Name
    Name of the Entity
    Number of the Parent Capture Point
    If this entity is to be enabled/disabled in association with the capture/loss of a capture point, input the associated capture point's number (defined in the capture point's properties)
    Initial Owner
    This is the team that initially owns the object. (If you want this object to be built at the start and is not part of the I/O system than you want it to be set to "No Owner (Enabled)".)
    Changes Ownership
    This option affects automatic enabling/disabling from an automated capture point. If no, this object will be disabled when the other team holds the capture point and enable when the initial owner recaptures the point. If yes, this object will change teams as the capture point is captured.
    Raises Object on Build
    If yes, this entity will start at only 25% of its final height and will raise up to its full height as it's built. It's a good effect for tall objects like walls.
    Solid on Spawn
    Does this entity start solid or does it need to be fully built first?
    Visible to Enemy When Not Built
    Can players of the enemy team see this object if it hasn't been fully built yet (if 'Solid On Spawn' is yes [above], then this is ignored).
    Time to Respawn
    Time in seconds for the object to respawn and be buildable again after being destroyed. A time of 0 seconds will never respawn until it is disabled and/or changes teams.
    Structures's Initial Health
    The initial health of the object on spawn.
    Initial Health
    The maximum health of the object and when it becomes fully built after being repaired by an engineer.
    Only Grenadier can Harm
    If yes, then only the grenadier can harm this object, and his rpg does normal damage. Use this for creating obstacles in your map that only grenadiers can get through. If no, then enemy engineers can deconstruct it, and all blast
    Solid on Respawn
    After this is destroyed and it respawns, does this entity start solid or does it need to be fully built first?

Flags

This entity has no flags.

Notes

  • Can only be used as a brush entity.
  • Will cause the compile process to crash if used in conjunction with a displacement!