Damagefilter keyvalue for buildings. Mostly for making them immune to damage, in the case of certain map-spawned buildings (esp. turrets). I'm also slightly curious how Empires treats the various damage types the damage filter uses. The current damage type/resistance system is probably a completely different setup, right? For that matter, maybe there'd be a use for an emp_filter_damage_type that filters by the empires-specific damage type, i.e. Bullet, APBullet, ExplosiveArt.
Turns out that SetDamageFilter is one of the default inputs for entities. Only problem? It doesn't work on Empires buildings! Speaking of other things that don't work, you can't even detect Empires buildings with a trigger_ brush. A trigger_ brush can detect seismic grenades, but it can't detect buildings. Incroyable.
I support this. Many maps need invincible structures. Spending 30 minutes creating some stupid one-way vehicle structure that only allows vehicles to leave and doesn't let scouts get in is just a pain to map.
EUREKA!!!! YES! OH GOD YES! The FireUser inputs work. Not only that, it's a fool-proof way to use a building as a relay to prove that it's still alive. Even sabotage cannot stop me now! YESSSSSSSS!! Wait... I don't actually have a need for this workaround. Sigh.
FireUser always works on entities, it's the basic I/O set. The only reason why it shouldn't is when the coders don't include the necessary files into the entity file.
It lacks just about every other I/O set known to man. Excluding something as basic as FireUser is almost expected at this point.