Item suitcharger: Difference between revisions

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{{LanguageBar}}
{{LanguageBar}}
 
{{tabsBar|main=Item_suitcharger}}
{{CD|CNewRecharge|file1=func_recharge.cpp}}
{{CD|CNewRecharge|file1=hl2/func_recharge.cpp}}
[[File: item_suitcharger.png | right | 200px]]
[[File: item_suitcharger.png | right | 200px]]


{{this is a|point entity|name=item_suitcharger|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch}} This is the [[HEV suit]] charger which gradually replenishes suit power on use, until empty or the suit is at full power.
{{for|about=the point entity|the brush entity|<tt>[[func_recharge]]</tt>}}
{{this is a|model entity|name=item_suitcharger|game=Half-Life 2 series}} This is the [[HEV suit]] charger which gradually replenishes suit power on use, until empty or the suit is at full power.
{{ModernPlacementTip|{{clr}}
{{ModernPlacementTip|{{clr}}
*Chargers are best placed with a height of around 48 units between the floor and the center of the recharger entity.  
*Chargers are best placed with a height of around 48 units between the floor and the center of the recharger entity.  
Line 20: Line 21:
*Players can't use it without the suit. ''Deny.'' Confirmed with {{hl2|4}}.
*Players can't use it without the suit. ''Deny.'' Confirmed with {{hl2|4}}.
*Players can't use it past the limit. ''Deny.'' Confirmed with {{hl2|4}}.
*Players can't use it past the limit. ''Deny.'' Confirmed with {{hl2|4}}.
*If you create a map for {{Bms|4}} there player is not HEV/PCV guy - use <code>sk_charger_suit_maxarmor 0</code> cvar to prevent charger use.
}}
}}


{{note|This entity is also available in {{portal2|4}} and even can charge the suit (you need to change some cvars values). However, it does not function properly{{elaborate}}.}}
==Flags==
==Flags==
{{fl|8192|Citadel recharger}}
{{fl|8192|Citadel recharger}}
{{fl|16384|Kleiner's recharger}}
{{fl|16384|Kleiner's recharger|Only gives 25 health}}
 
{{Bug|[[Kill|Killing]] a charger while it is being used will make the charging sound loop indefinitely.|hidetested=1}}


==Keyvalues==
==Keyvalues==
{{KV Targetname}}
{{KV Targetname}}
{{KV|Deathmatch recharge delay|intn=dmdelay|integer}}
{{KV|Deathmatch recharge delay|intn=dmdelay|integer}}
{{KV|Charge|intn=charge|float|How full the charger should be (0 - 100)|only=BMS}}
{{KV|Force Skin|intn=skintype|Choices|Determines model that the charger will use, dirty or clean.
:*0: None
:*1: Clean
:*2: Dirty|only=BMS}}


==Inputs==
==Inputs==
{{IO|SetCharge|Set ''charge'' and ''total charge'' to a specific amount. (Not in {{Bms}})|param=float|nofgd=1}}
{{I|SetCharge|Set ''charge'' and ''total charge'' to a specific amount.|param=float|nofgd=1}}
:{{note|Float values cause the model to change, but charge received is rounded down.}}
:{{note|Float values cause the model to change, but charge received is rounded down.}}
:{{note|Despite this input not being in the stock FGD, it is used once by Valve, in {{ent|ep1_citadel_03}}.}}
:{{note|Despite this input not being in the stock FGD, it is used once by Valve, in {{ent|ep1_citadel_03}}.}}
{{IO|Recharge|Sets charge to maximum. (Not in {{Bms}})}}
{{I|Recharge|Sets charge to maximum.}}
{{IO|Fill|param=float|nofgd=1|Fills the charger with specified number if the charger is empty.|only=BMS}}
{{IO|Enable|param=void|Allows to use, sets skin 0, turns light on.|only=BMS}}
{{IO|Disable|param=void|Prevents to use, sets skin 1, turns light off.|only=BMS}}


==Outputs==
==Outputs==
{{IO|OutRemainingCharge|Fired once for every single point of power given to the suit. This means it will not fire when the charger is depleted or when the suit is at full power. (Not in {{Bms}})}}
{{O|OutRemainingCharge|Fired once for every single point of power given to the suit. This means it will not fire when the charger is depleted or when the suit is at full power.}}
{{IO|OnHalfEmpty|Fired when the "charge left" reaches 50% of its max. (Not in {{Bms}})}}
{{O|OnHalfEmpty|Fired when the "charge left" reaches 50% of its max.}}
{{IO|OnEmpty|Fired when the charger is empty.}}
{{O|OnEmpty|Fired when the charger is empty.}}
{{IO|OnFull|Fired when player gets recharged to the max. (Not in {{Bms}})}}
{{O|OnFull|Fired when player gets recharged to the max.}}
{{IO|OnPlayerUse|Fired when the player tries to {{ent|+use}} the charger. Cut in {{Bms|4}}.}}
{{O|OnPlayerUse|Fired when the player tries to {{ent|+use}} the charger.}}
{{IO|OnUse|Fired when the player tries to {{ent|+use}} the charger.|only=BMS}}
{{IO|OnTurnOff|nofgd=1|Fires on disable.|only=BMS}}
{{IO|OnTurnOn|nofgd=1|Fires on enable.|only=BMS}}


==ConVars/Commands==
==Cvars/Commands==
{{varcom|start}}
{{varcom|start}}
{{varcom|sk_suitcharger|75 (HL2), 30 {{hl2dm|4}}|Arbitrary number|Total charge of suit points on a normal charger.}}
{{varcom|sk_suitcharger|75 (HL2), 30 {{hl2dm}}|Arbitrary number|Total charge of suit points on a normal charger.}}
{{varcom|sk_suitcharger_citadel|500 (HL2), 200 {{hl2dm|4}}|Arbitrary number|Total charge of suit points on a citadel charger.}}
{{varcom|sk_suitcharger_citadel|500 (HL2), 200 {{hl2dm}}|Arbitrary number|Total charge of suit points on a citadel charger.}}
{{varcom|sk_suitcharger_citadel_maxarmor|200|Arbitrary number|Maximum suit charge obtainable from a citadel charger.}}
{{varcom|sk_suitcharger_citadel_maxarmor|200|Arbitrary number|Maximum suit charge obtainable from a citadel charger.}}
{{varcom|cl_suitcharg_light_col_r|0 {{Bms|4}}|Arbitrary number|Red color value for dynamic light from suit chargers.}}
{{varcom|cl_suitcharg_light_col_g|255 {{Bms|4}}|Arbitrary number|Green color value for dynamic light from suit chargers.}}
{{varcom|cl_suitcharg_light_col_b|255 {{Bms|4}}|Arbitrary number|Blue color value for dynamic light from suit chargers.}}
{{varcom|cl_suitcharg_light_intensity|32 {{Bms|4}}|Arbitrary number|Intensity value for dynamic light from suit chargers.}}
{{varcom|cl_suitcharg_light_on|1 {{Bms|4}}|Arbitrary number|Sets state of dynamic light spawn by suit chargers. 0 - disallow to spawn, 1 - allow to spawn.}}
{{varcom|cl_suitcharg_light_range|64 {{Bms|4}}|Arbitrary number|Range value for dynamic light from suit chargers.}}
{{varcom|cl_suitcharg_light_debug|0 {{Bms|4}}|Arbitrary number|Sets debug state of suit chargers light.}}
{{varcom|sk_charger_suit_maxarmor|100 {{Bms|4}}|Arbitrary number|If amount of player's armor exceeds number specified in this cvar - player will not be able to charge from suit chargers.}}
{{varcom|sk_charger_suit_rate|1 {{Bms|4}}|Arbitrary number|Sets charging speed from suit chargers.}}
{{varcom|sk_charger_refill_delay |15 {{Bms|4}}|Arbitrary number|Delay before refill for suit and health chargers in seconds. Multiplayer only.}}
{{varcom|end}}
{{varcom|end}}



Latest revision as of 04:32, 19 May 2025

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C++ Class hierarchy
CNewRecharge
CBaseAnimating
CBaseEntity
C++ func_recharge.cpp
Item suitcharger.png
This article is about the point entity. For the brush entity, see func_recharge.

item_suitcharger is a model entity available in Half-Life 2 series Half-Life 2 series. This is the HEV suit charger which gradually replenishes suit power on use, until empty or the suit is at full power.

PlacementTip.gifPlacement Tip:
  • Chargers are best placed with a height of around 48 units between the floor and the center of the recharger entity.
  • To ensure that the player will gain battery rather than lose it, place them in areas occluded from immediate danger, like constant enemy fire from helicopters or tanks. Consider however that, since the player is required to stare at the wall while they are using the charger, they can be used to create tension by placing them where an enemy might still reach the player. Note that chargers could also add good or bad stress to the player if they have to exterminate a load of enemies in a room which a health charger is placed before using it.
Note.pngNote:
  • A suit charger will contain the same total charge regardless of the difficulty setting.
  • A normal suit charger (without any flags checked or cvars changed) will be able to discharge a total of 75 power points (30 in HL2DM).
  • A Citadel recharger will be able to discharge a total of 500 power points (200 in HL2DM), overcharging the HEV suit to a maximum of 200 power points, and while recharging it will also heal health.
  • Kleiner's recharger will be able to discharge a total of 25 power points, regardless of cvar settings.
  • A Citadel/Kleiner recharger combo (with both flags checked) will be able to discharge a total of 30 power points (since Kleiner's recharger is set to 25 power points no matter what, and a Citadel recharger rounds it up to the nearest 10), overcharging the HEV suit to a maximum of 200 power points, and while recharging it will also heal (a total of 15) health for free.
  • Players can change weapons while charging. Confirmed with Half-Life 2: Deathmatch Half-Life 2: Deathmatch.
  • Players can fire any weapon while charging. Confirmed with Half-Life 2: Deathmatch Half-Life 2: Deathmatch.
  • Players can reload weapons while charging. Confirmed with Half-Life 2: Deathmatch Half-Life 2: Deathmatch.
  • Players can't use it without the suit. Deny. Confirmed with Half-Life 2 Half-Life 2.
  • Players can't use it past the limit. Deny. Confirmed with Half-Life 2 Half-Life 2.
Note.pngNote:This entity is also available in Portal 2 Portal 2 and even can charge the suit (you need to change some cvars values). However, it does not function properly[Elaborate?].

Flags

Citadel recharger : [8192]
Kleiner's recharger : [16384]
Only gives 25 health
Icon-Bug.pngBug:Killing a charger while it is being used will make the charging sound loop indefinitely.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Deathmatch recharge delay (dmdelay) <integer>

Inputs

SetCharge <floatRedirectInput/float> !FGD
Set charge and total charge to a specific amount.
Note.pngNote:Float values cause the model to change, but charge received is rounded down.
Note.pngNote:Despite this input not being in the stock FGD, it is used once by Valve, in ep1_citadel_03.
Recharge
Sets charge to maximum.

Outputs

OutRemainingCharge
Fired once for every single point of power given to the suit. This means it will not fire when the charger is depleted or when the suit is at full power.
OnHalfEmpty
Fired when the "charge left" reaches 50% of its max.
OnEmpty
Fired when the charger is empty.
OnFull
Fired when player gets recharged to the max.
OnPlayerUse
Fired when the player tries to +use the charger.

Cvars/Commands

Cvar/Command Parameters or default value Descriptor Effect
sk_suitcharger 75 (HL2), 30 Half-Life 2: Deathmatch Arbitrary number Total charge of suit points on a normal charger.
sk_suitcharger_citadel 500 (HL2), 200 Half-Life 2: Deathmatch Arbitrary number Total charge of suit points on a citadel charger.
sk_suitcharger_citadel_maxarmor 200 Arbitrary number Maximum suit charge obtainable from a citadel charger.

See also