Multiplayer
What are the multiplayer entities?
The multi player entities are used to setup the game rules within a multi player level.
The multiplayer entities can be found in the Rollup Bar.
Benefits
The multiplayer entities such as HQ, BuyZone and Factory are essential for Powerstruggle game mode as they define the key gameplay areas.
Alien Energy Point
Capturable:
Specifies if the Energy Point can be captured or not.
CaptureAreaId:
Specifies the ID of the Areahape in which the player can capture the Energy Point.
CaptureIndex:
Defines the prestige awarded for capturing. 1
100, 2 and 3 250.
CaptureRequirement:
Specifies the number of players needed to capture.
CaptureTime:
Specifies the time in seconds to capture.
GeneratePower:
Specifies if the Energy Point generates power for the prototype factory or not.
Model:
Specifies the model, used for the Energy Site.
PowerIndex:
Specifies the rate at which energy is accumulated from the energy point. Values are 1,2 or 3 where 3 is the fastest generation rate and 1 is the slowest.
StatusSubMtlId:
Defines the sub material ID used to identify status of the points ownership.
teamName:
Specifies to which team the Energy Point belongs on game start (Team US
black, Team NK tan, neutral = leave field free)
Buy Zone
BuyAreaId:
Specifies the ID of the Areashape in which the player can buy.
Enabled:
Specifies if the buyzone is enabled or not.
TeamName:
Specifies to which team the Buyzone belongs (Team US
black, Team NK tan, neutral = leave field free)
buyOptions/Ammo:
Specifies if Ammo can be bought in this buyzone.
buyOptions/Equipment:
Specifies if
Equipment can be bought in this buyzone.
buyOptions/Prototypes:
Specifies if Prototypes can be bought in this buyzone.
buyOptions/Vehicles:
Specifies if Vehicles can be bought in this buyzone.
buyOptions/Weapons:
Specifies if Weapons can be bought in this buyzone.
Factory
BasePowerLevel:
Not used
BuyAreaId:
Specifies the ID of the Areashape in which the player can buy.
Capturable:
Specifies if the factory is capturable or not.
CaptureAreaId:
Specifies the ID of the Areashape in which the player can capture the factory
CaptureIndex:
Defines the prestige awarded for capturing. 1
100, 2 and 3 250.
CaptureRequirement:
Specifies the number of players needed to capture the factory
CaptureTime:
Specifies the time needed to capture the factory.
GeneratePower:
Specifies if the factory generates power for the prototype factory or not.
Model:
Specifies the model used for the factory.
PowerIndex:
Not used
PowerStorage:
Not used
QueueSize:
Specifies the number of vehicles which can be stored while the garage is already in use.
ServiceAreaId:
Specifies the ID of the Areashape in which the player can buy ammo for his vehicle.
StatusSubMtlId:
Defines the sub material ID used to identify status of the points ownership.
szName:
Identifies the factory type. For example, war
warfactory, prototype prototype factory.
teamName:
Specifies to which team the Factory belongs on game start (Team US
black, Team NK tan, neutral = leave field free)
Vehicles:
Specifies the types of vehicles which can be bought in the factory.
buyOptions/Ammo:
Specifies if Ammo can be bought in this factory.
buyOptions/Equipment:
Specifies if
Equipment can be bought in this factory.
buyOptions/Prototypes:
Specifies if Prototypes can be bought in this factory.
buyOptions/Vehicles:
Specifies if Vehicles can be bought in this factory.
buyOptions/Weapons:
Specifies if Weapons can be bought in this factory
Slot/AreaId:
Specifies the ID of the Areashape in which the player dies when the garage of this slot closes and a vehicle is produced.
Slot/CloseAnimation:
Specifies the path to the animation when the garage door closes.
Slot/Enabled:
Specifies if this slot of the garage is used or not.
Slot/OpenAnimation:
Specifies the path to the animation when the garage door opens.
Slot/SpawnHelperName:
Specifies the name of the spawnhelper where the vehicles spawn.
Slot/VehicleAreaId:
Specifies the ID of the Areashape wherethe factory checks if a garage is still in use. If a vehicle is inside this area, the garage won’t produce another vehicle until it’s free.
Sounds/Busy:
Specifies the path to the sound when a vehicle is in production.
Sounds/Idle:
Specifies the path to the sound when the factory is not producing anything.
Sounds/SlotClose:
Specifies the path to the sound when a garage closes.
Sounds/SlotOpen:
Specifies the path to the sound when a garage opens
Sounds/SlotReady:
Specifies the path to the sound when a vehicle production is done.
Sounds/SlotStart:
Specifies the path to the sound when a vehicle production starts.
Flag
Animationtemplate:
Specifies*
???*
Model:
Specifies the model, used for this flag.
teamName:
Specifies to which team the Flag belongs (Team US
black, Team NK tan, neutral = leave field free)
Forbidden Area
DamagePerSecond:
Specifies the amount of damage per second taken by the player when he is inside the forbidden area.
Delay:
Specifies the delay in seconds until the player takes damage inside the forbidden area.
Enabled:
Specifies if the forbidden area is enabled or not.
Reversed:
Specifies if the player takes damage inside or outside of the area (inside
reversed false, outside reversed true).
ShowWarning:
Specifies if a warning message is displayed on the HUD when a player enters a forbidden area. (If a delay is set, there will be also a countdown in this message)
teamName:
Specifies to which team the
ForbiddenArea belongs (Team US
black, Team NK tan, neutral = leave field free) The opposite team will take damage when a teamname is set. If no teamname is set, every player will take damage.
HQ
DestroyedModel:
Specifies the model which is used when the HQ is destroyed.
Hitpoints:
Specifies the amount of damage the HQ can take before it’s destroyed. (Only TAC projectiles can damage the HQ)
hqType:
Specifies the type of the HQ shown in the tutorial mode. Following types are supported: bunker, submarine, carrier.
Model:
Specifies the model used for the not destroyed headquarter.
PerimeterAreaId:
Can be used to define the area ID of the shape which detects when an enemy is within range of the HQ.
teamName:
Specifies to which team the HQ belongs (Team US
black, Team NK tan)
Explosion/Effect:
Defines the effect used when the HQ is destroyed
Explosion/EffectScale:
Defines the effect scale when the HQ is destroyed
Explosion/EffectDirection:
Defines the effect direction when the HQ is destroyed
Objective
This entity is not used.
Perimeter
This entity is not used.
Spawn Group
AdditionalEquipmentPack:
Specifies the equipment a player gets when he spawn in this Spawn Group.
BuyAreaId:
Specifies the ID of the Areashape in which the player can buy.
Capturable:
Specifies if the Spawn Group is capturable or not.
CaptureAreaId:
Specifies the ID of the Areashape where the player can capture the Spawn Group.
CaptureIndex:
Defines the prestige awarded for capturing. 1
100, 2 and 3 250.
CaptureRequirement:
Specifies the number of players needed to capture this Spawn Group.
CaptureTime:
Specifies the time in seconds needed to capture the Spawn Group.
Default:
Specifies if this Spawn Group is the default spawnpoint or not. Players would initially spawn there.
Enabled:
Specifies if this Spawn Group is enabled or not.
Model:
Specifies the model used for the Spawn Group.
StatusSubMtlId:
Defines the sub material ID used to identify status of the points ownership.
teamName:
Specifies to which team the Spawn Group belongs on game start (Team US
black, Team NK tan, neutral = leave field free)
buyOptions/Ammo:
Specifies if Ammo can be bought in this Spawn Group.
buyOptions/Equipment:
Specifies if
Equipment can be bought in this Spawn Group.
buyOptions/Prototypes:
Specifies if Prototypes can be bought in this Spawn Group.
buyOptions/Vehicles:
Specifies if Vehicles can be bought in this Spawn Group.
buyOptions/Weapons:
Specifies if Weapons can be bought in this Spawn Group.
Spectator Point
Enabled:
Specifies if the spectator point is enabled or not.
Team Random Sound Volume
Enabled:
Specifies
IgnoreCulling:
Specifies
IgnoreObstruction:
Specifies
LogBattleValue
Specifies
MaxWaitTime:
Specifies
MinWaitTime:
Specifies
RandomPosition:
Specifies
SensitiveToBattle:
Specifies
TeamSound/Name:
Specifies
TeamSound/teamName:
Specifies
Team Sound Spot
Enabled:
Specifies
IgnoreCulling:
Specifies
IgnoreObstruction:
Specifies
Once:
Specifies
Play:
Specifies
TeamSound/Name:
Specifies
TeamSound/teamName:
Specifies
Other Multiplayer Entity Parameters
Click here for the Miscellaneous Parameters reference guide, here for the Material Layers guide, here for the Miscellaneous Entity Parameters guide, here for the Entity Links guide and here for the Entity Events guide.