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== Description ==
{{MappingDocumentation}}
 
==Overview==
This entity is used in combination with [[emp_vehicle_spawner]] give mappers the ability to spawn vehicles on demand. A vehicle configuration is stored in this entity as a preset to later be spawned.
This entity is used in combination with [[emp_vehicle_spawner]] give mappers the ability to spawn vehicles on demand. A vehicle configuration is stored in this entity as a preset to later be spawned.
Things to remember:
Things to remember:
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* '''You have to have the weapons/armor/engine the tanks use researched or the game will crash!'''
* '''You have to have the weapons/armor/engine the tanks use researched or the game will crash!'''


== Parameters ==
__TOC__
*Name
 
*;Given name so other entities can refer to this
==Keyvalues==
*Faction <choices>
;Name
*;Which faction will own the tank.
:Given name so other entities can refer to this
*Spawn Point
 
*;Whether or not this vehicle will act as a mobile spawn point. Any APC that spawns after APD has been researched will act as a spawn point, regardless of this setting.
;Faction <choices>
*Cost <integer>  
:Which faction will own the tank.
*;The cost of the vehicle. The vehicle will not be built if the team cannot afford it. A cost of 0 is allowed.
 
*Chassis <integer>  
;Spawn Point
*;ID for the chassis type.
:Whether or not this vehicle will act as a mobile spawn point. Any APC that spawns after APD has been researched will act as a spawn point, regardless of this setting.
*Engine<integer>  
 
*;ID for the engine type.
;Cost <integer>  
*Armor <integer>  
:The cost of the vehicle. The vehicle will not be built if the team cannot afford it. A cost of 0 is allowed.
*;ID for the armor type.
 
*Front Armor <integer>  
;Chassis <integer>  
*;The number of plates of armor on the front
:ID for the chassis type.
*Rear Armor <integer>
 
*;The number of plates of armor on the rear
;Engine<integer>  
*Left Armor <integer>
:ID for the engine type.
*;The number of plates of armor on the left
 
*Right Armor <integer>
;Armor <integer>  
*;The number of plates of armor on the right
:ID for the armor type.
 
;Front Armor <integer>  
:The number of plates of armor on the front


;Rear Armor <integer>
:The number of plates of armor on the rear


*Weapon 1: Type <integer>
;Left Armor <integer>  
*;ID for the weapon type.
:The number of plates of armor on the left
*Weapon 1: Mode <choice>
*;The key binding for this weapon. ("Primary" or "Secondary")
*Weapon 1: Groups <integer>
*;The weapon groups will this weapon will be associated with. Group 1-6 are valued 1,2,4,8,16,32 in that order. Add the values to make a weapon part of more than one group. For example, a value of 6 will mean the weapon is in groups 2 and 3.
*Repeated all the way to Weapon 8.


;Right Armor <integer>
:The number of plates of armor on the right


== Inputs ==
;Weapon 1: Type <integer>
None
:ID for the weapon type.
;Weapon 1: Mode <choice>
:The key binding for this weapon. ("Primary" or "Secondary")
;Weapon 1: Groups <integer>
:The weapon groups will this weapon will be associated with. Group 1-6 are valued 1,2,4,8,16,32 in that order. Add the values to make a weapon part of more than one group. For example, a value of 6 will mean the weapon is in groups 2 and 3.


== Outputs ==
;''Repeated all the way through Weapon 8.''
None


== Supplementary Links ==
==IDs==
* [[Chassis ID]]
*[[Chassis ID]]
* [[Armor ID]]
*[[Armor ID]]
* [[Engine ID]]
*[[Engine ID]]
* [[Weapon ID]]
*[[Weapon ID]]


[[Category:Entity|Empires Parameters]]
[[Category:Entity]]

Revision as of 17:29, 15 July 2010

Empires Mapping Documentation
Mapping Overiew | Hammer Configuration | Entity Index | Basic Mapping | Setup Resources | Tutorials | Useful FGD Modifications | Bots and NPCs | Dimensions | Skyboxes



Overview

This entity is used in combination with emp_vehicle_spawner give mappers the ability to spawn vehicles on demand. A vehicle configuration is stored in this entity as a preset to later be spawned. Things to remember:

  • The maximum number of armor plates per side is 6
  • Each chassis has its own version of each engine, and giving a jeep engine to a heavy tank may produce undesired performance loss.
  • You may place up to 8 weapons per vehicle.
  • This does not abide by weight or chassis restrictions, so absurd configurations are possible.
  • You have to have the weapons/armor/engine the tanks use researched or the game will crash!

Keyvalues

Name
Given name so other entities can refer to this
Faction <choices>
Which faction will own the tank.
Spawn Point
Whether or not this vehicle will act as a mobile spawn point. Any APC that spawns after APD has been researched will act as a spawn point, regardless of this setting.
Cost <integer>
The cost of the vehicle. The vehicle will not be built if the team cannot afford it. A cost of 0 is allowed.
Chassis <integer>
ID for the chassis type.
Engine<integer>
ID for the engine type.
Armor <integer>
ID for the armor type.
Front Armor <integer>
The number of plates of armor on the front
Rear Armor <integer>
The number of plates of armor on the rear
Left Armor <integer>
The number of plates of armor on the left
Right Armor <integer>
The number of plates of armor on the right
Weapon 1
Type <integer>
ID for the weapon type.
Weapon 1
Mode <choice>
The key binding for this weapon. ("Primary" or "Secondary")
Weapon 1
Groups <integer>
The weapon groups will this weapon will be associated with. Group 1-6 are valued 1,2,4,8,16,32 in that order. Add the values to make a weapon part of more than one group. For example, a value of 6 will mean the weapon is in groups 2 and 3.
Repeated all the way through Weapon 8.

IDs