Emp cap point: Difference between revisions

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(→‎Properties: fixed spelling and added better explanation for "NF/IMP capturable")
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*; Players required (NF/Imp) : Two boxes which allows the mapper to decide how many people you will have to have present inside the cap point brush for it to be captured.
*; Players required (NF/Imp) : Two boxes which allows the mapper to decide how many people you will have to have present inside the cap point brush for it to be captured.
*; Owner : Whoever owns the flag by default (if anyone).
*; Owner : Whoever owns the flag by default (if anyone).
*; NF/IMP capturable : Used to determine who can capture this flag in the state when the map loads. If lineal capture is on, this will determine who can capture this flag without having to capture all flags preceding this one. (Yes allows capture, No disallows)
*; NF/IMP capturable : Used to determine who can capture this flag in the state when the map loads. If linear capture is on, this will determine who can capture this flag without having to capture all flags preceding this one. (Yes allows capture, No disallows)
*; Resource to give to NF/IMP : Two boxes that allow the mapper to give the flag the ability to generate resources for the holding team, measured in resources per second.
*; Resource to give to NF/IMP : Two boxes that allow the mapper to give the flag the ability to generate resources for the holding team, measured in resources per second.
*; Tickets to take from NF/IMP : Two boxes that allow the mapper to give the flag the ability to take tickets from the holding teams enemy, measured in tickets per second.
*; Tickets to take from NF/IMP : Two boxes that allow the mapper to give the flag the ability to take tickets from the holding teams enemy, measured in tickets per second.

Revision as of 18:44, 23 March 2007

Home > Emp cap point

Description

The tracker entity for a capture point. These are almost always used in association with a Emp_cap_model, which shows the status of the cap point and allows for physical captures. To set up a flag you need to have at least one brush based emp_cap_point, which designates the area in which the player must be in order to capture the point. This brush will be invisble ingame.

Properties

  • Number of this capture point
    Allows other flag-related brushes and flags to link to this brush. Use a number, 1 or higher.
    Location name
    What name will be displayed ingame.
    Time to Capture
    Time it will take for the flag to be captured (in seconds).
    Time to Neutral
    Time it takes for the other team to remove your ownership from it before they can start capturing (in seconds).
    Players required (NF/Imp)
    Two boxes which allows the mapper to decide how many people you will have to have present inside the cap point brush for it to be captured.
    Owner
    Whoever owns the flag by default (if anyone).
    NF/IMP capturable
    Used to determine who can capture this flag in the state when the map loads. If linear capture is on, this will determine who can capture this flag without having to capture all flags preceding this one. (Yes allows capture, No disallows)
    Resource to give to NF/IMP
    Two boxes that allow the mapper to give the flag the ability to generate resources for the holding team, measured in resources per second.
    Tickets to take from NF/IMP
    Two boxes that allow the mapper to give the flag the ability to take tickets from the holding teams enemy, measured in tickets per second.

Notes

  • Used with an Emp_cap_model to actually display the point.
  • There is a max of 32 Individual Points.