Emp vehicle preset: Difference between revisions

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* You may place up to 8 weapons per vehicle.
* You may place up to 8 weapons per vehicle.
* This does not abide by weight or chassis restrictions, so absurd configurations are possible.
* 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!'''


== Parameters ==
== Parameters ==

Revision as of 03:36, 18 September 2009

Description

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!

Parameters

  • 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 to Weapon 8.


Inputs

None

Outputs

None

Supplementary Links