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  • {{Sitenav|[[Entity_Index|Entity Index]] > Emp_commander_auto_target}} This entity is used to give commander targets at a location set by the mapper. ...
    241 bytes (34 words) - 23:23, 11 August 2017
  • ...di Empire]] spawn point, which can optionally be associated with a capture point. ...o a specified spawnpoint by the usage of the "Number of the parent capture point" box, where the corresponding number to whatever the flag you want the spaw ...
    2 KB (262 words) - 07:54, 16 July 2010
  • Places a [[Northern Faction]] Spawn point. Has the option to be tied to a cap point or not. ...o a specified spawnpoint by the usage of the "Number of the parent capture point" box, where the corresponding number to whatever the flag you want the spaw ...
    2 KB (265 words) - 07:55, 16 July 2010
  • {{Sitenav|[[Entity_Index|Entity Index]] > Emp_resource_point_prop}} The Entity used to display a resource point model. Use in conjunction with [[emp_resource_point]]. ...
    864 bytes (140 words) - 00:42, 23 June 2007
  • {{Sitenav|[[Entity_Index|Entity Index]] > Emp_eng_map_model}} An entity which when enabled can be built by the owning team's [http://www.empiresmod ...
    2 KB (419 words) - 21:28, 25 February 2007
  • ...layers will be upon map load. If a map contains multiple instances of this entity, one will be randomly chosen for each Unassigned player. :The name that other entities refer to this entity by. ...
    514 bytes (83 words) - 06:27, 12 June 2009
  • ==Point Entities== ...to players in the world. Point entities are represented by a single cubic point in the Hammer editor, and are not represented by any visualization such as ...
    3 KB (421 words) - 13:37, 8 January 2023
  • {{Sitenav|[[Entity_Index|Entity Index]] > Emp_cap_model}} The physical flag entity that sits on the map with a changable banner depending on the owner of the ...
    385 bytes (60 words) - 04:50, 14 March 2006
  • {{Sitenav|[[Entity_Index|Entity Index]] > Emp_cap_point}} ...ch designates the area in which the player must be in order to capture the point. This brush will be invisble ingame. ...
    2 KB (362 words) - 11:25, 3 February 2009
  • {{Sitenav|[[Entity_Index|Entity Index]] > Emp_eng_map_brush}} The Entity used for Engineer Buildable Structures in [http://empiresmod.info/index.php ...
    3 KB (566 words) - 06:18, 28 August 2017
  • ...set the position of resource nodes in a level. You may optionally use this entity in conjunction with [[emp_resource_point_prop]]. :The name that other entities refer to this entity by. ...
    949 bytes (162 words) - 07:21, 16 July 2010
  • ...s stored in this entity as a preset for a vehicle to be spawned at a later point. ;Spawn Point ...
    2 KB (354 words) - 07:38, 16 July 2010
  • * Your capture points need to be numbered correctly, capture point number 0 will not work with NPCs. ====NPC Entity List:==== ...
    3 KB (537 words) - 22:35, 9 August 2020
  • {{qnotice|Team captured a capture point}}<br> {{hl2msg|bool|team|Team that captured the point}} ...
    3 KB (546 words) - 05:26, 6 May 2010
  • ...each individual 'emp_cap_model' and changing number of the parent capture point. ...ick 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 o ...
    6 KB (1,053 words) - 00:44, 23 June 2007
  • 3. Double click on the cube in the 3d view to bring up the entity propeties menu (make sure you use the selection tool to do this) then click Insert a emp_res_node entity, this will be the actual resource point so should be at ground level and under the prop. ...
    2 KB (406 words) - 15:39, 19 November 2007
  • As soon you have created your game_end entity, give it a recogniseable name. For example EndGame. This is our main entity. It will do the timelimit counting for us. ...
    4 KB (730 words) - 08:27, 10 August 2017
  • ...py your whole object has been selected, press control-T to make it into an entity. * Number of Parent Capture Point: ...
    3 KB (516 words) - 07:23, 8 August 2021
  • * Added checks to always display spawn point selection map at first team join * Fixed issue with tutorial entity. ...
    2 KB (323 words) - 01:35, 7 August 2021
  • ...marked by an [[emp_resource_point_prop]] so that one can actually see the point) to be able to play properly. Buildings are in the form of entities. See the [[Entity Index]] for a complete list. Buildings are the entities with ''building'' i ...
    5 KB (843 words) - 07:23, 8 August 2021
  • * Added tutorial bot spawner entity ([[emp_tutorial_bot_spawner]]). * Added commander target entity ([[emp_commander_auto_target]]). ...
    5 KB (634 words) - 22:02, 6 August 2021
  • ...it wasn't. (Because the world entity is the fall-back entity for a missed entity-trace) * Buildings now store the remainder of floating point damage that is applied in an accumulator. (This was already the case for pl ...
    14 KB (1,964 words) - 02:14, 11 February 2022
  • * Fixed a server crash relating to the emp_eng_map_brush entity. * Removed the env_sun entity as the Skybox texture has a prominent sun already and this was making it ap ...
    9 KB (1,396 words) - 02:13, 11 February 2022
  • * Fixed an issue where the emp_resource_point entity was no longer firing it's outputs when intended. (Used by level designers * * Added resource point icons to the minimap. ...
    17 KB (2,689 words) - 00:00, 2 January 2022
  • * Rank point increases are normal again. * Modified shadow_control entity to improve shadows ...
    14 KB (2,036 words) - 22:02, 6 August 2021
  • * Added tank weapon filter entity ([[emp_filter_activator_weaponname]]) * Fixed the server not restoring the player's progress towards the next point awarded from recycling. ...
    8 KB (1,072 words) - 01:35, 7 August 2021
  • * Revived squad members now point in the direction that the squad leader was looking, rather than always poin ...fix a bug involving a tank's turret entity transferring damage to the tank entity. There was an oversight which was causing the damage to be prevented entire ...
    23 KB (3,493 words) - 00:38, 6 March 2023
  • * Incorrect starting point for weapon tracer. *New entity "emp_mine_restrict" to block placement of grenadier mines ...
    157 KB (25,349 words) - 02:12, 11 February 2022
  • ** Mappers will need to use the texture replace feature in hammer to point to the new location before compiling. * Standardized critical entity names to match other official maps. (An example is emp_info_params being na ...
    35 KB (5,274 words) - 02:14, 11 February 2022
  • Fixed teamsound entity caching Reviving suicided players no longer gives a point ...
    104 KB (15,309 words) - 02:12, 11 February 2022