Item battery (Black Mesa): Difference between revisions
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Placement Tip:In multiplayer maps, do not place this entity in easily accessible places and in large numbers. It's very hard to kill a player with full armor, smart players will also get a huge advantage due to the loop control of the area and using the batteries in the same place.
Note:Most objects that inherit class CBasePickup in Black Mesa have the following features:
Note:Dynamic lighting from this entity is disabled in multiplayer mode. You're still able recreate it with newLight_Point entity.
Tip:Use this parameters for NewLight_Point to recreate the dynamic light effect for fake/non-pickable batteries or for multiplayer mode:
Tip:You can change some lighting settings for this entity in Dynlightscript.txt.
Important:Unlike the suit charger, the limit at which player can pick up a battery is hard coded, it is 100 armor.
Important:Does not disable physics and collision.
MyGamepedia (talk | contribs) (Created page with "{{TabsBar|main=Item battery}} right | 150px {{this is a|point entity|name=item_battery|game=Black Mesa}} This is a portable battery that charges armor for the HEV suit when picked up. This entity also creates dynamic light source. Most inputs, outputs and properties are same as CBaseAnimating. Represented by class <code>CItem_battery</code>. {{note|Most objects that inherit class {{code|CBasePickup}} in {{bms|1}} have t...") |
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{{TabsBar|main=Item battery}} | {{TabsBar|main=Item battery}} | ||
{{CDA|CItem_battery|CBasePickup|CBaseAnimating|CBaseEntity|}} | |||
[[File: Item battery bms.png | right | 150px]] | [[File: Item battery bms.png | right | 150px]] | ||
{{this is a| | {{this is a|model entity|name=item_battery|game=Black Mesa}} This is a portable battery that charges armor for the [[Item suit (Black Mesa)|HEV]] suit when picked up. This entity also creates dynamic light source. | ||
{{ModernPlacementTip|In multiplayer maps, do not place this entity in easily accessible places and in large numbers. It's very hard to kill a player with full armor, smart players will also get a huge advantage due to the loop control of the area and using the batteries in the same place.}} | |||
{{note|Most objects that inherit class {{code|CBasePickup}} in {{bms|1}} have the following features: | {{note|Most objects that inherit class {{code|CBasePickup}} in {{bms|1}} have the following features: | ||
* [[VPhysics]] objects | * They're [[VPhysics]] objects (disabled in multiplayer mode). | ||
* Respawn in multiplayer mode (''item_weapon_'' entities creating [[Env xen portal effect|xen portal effects]] as well). | * Respawn in multiplayer mode (''item_weapon_'' entities creating [[Env xen portal effect|xen portal effects]] as well). | ||
* No physics and collision in multiplayer. | * No physics and collision in multiplayer. | ||
* Model can be changed to your own via the parameter (which is not in the FGD by default, added in [https://github.com/MyGamepedia/Enhanced-Black-Mesa-FGD Enhanced Black Mesa FGD]). | * Model can be changed to your own via the parameter (which is not in the FGD by default, added in [https://github.com/MyGamepedia/Enhanced-Black-Mesa-FGD Enhanced Black Mesa FGD]). | ||
}} | }} | ||
{{note|Dynamic lighting from this entity is | {{note|Dynamic lighting from this entity is disabled in multiplayer mode. You're still able recreate it with {{ent|newLight_Point}} entity.}} | ||
{{bug|hidetested=1|Doesn't collide with other {{code|CBasePickup}} and ''weapon_'' entities {{not|{{bms12}}}}.}} | {{bug|hidetested=1|Doesn't collide with other {{code|CBasePickup}} and ''weapon_'' entities {{not|{{bms12}}}}.}} | ||
{{tip|Use this parameters for {{ent|NewLight_Point}} to recreate the dynamic light effect for fake/non-pickable batteries or for multiplayer mode: | {{tip|Use this parameters for {{ent|NewLight_Point}} to recreate the dynamic light effect for fake/non-pickable batteries or for multiplayer mode: | ||
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{{KV|Respawn Time|intn=respawntime|float|Time waited between respawns in multiplayer mode.}} | {{KV|Respawn Time|intn=respawntime|float|Time waited between respawns in multiplayer mode.}} | ||
{{KV|Model|intn=model|studio|Model to use for this entity. | {{KV|Model|intn=model|studio|Model to use for this entity. | ||
|nofgd=1}} | |nofgd=1}} | ||
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}} | }} | ||
{{I|Enable|param=void|Make this item visible and enable the ability to be picked up by players.}} | {{I|Enable|param=void|Make this item visible and enable the ability to be picked up by players.}} | ||
{{I|Fall|param=void| | {{I|Fall|param=void|Deattaches this entity if was attached with ''AttachTo'' input, the entity will retain its position before applying this input and will remain stationary until something will hit it.}} | ||
==Flags== | ==Flags== | ||
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{{varcom|sk_item_battery_value|15|[[Integer]]|The amount of armor that will be added to the current armor value. With 0 it will never be picked up by {{ent|player}}.}} | {{varcom|sk_item_battery_value|15|[[Integer]]|The amount of armor that will be added to the current armor value. With 0 it will never be picked up by {{ent|player}}.}} | ||
{{varcom|cl_battery_dlights|1|[[Bool]]|Enable/disable client side rendering for dynamic point deferred lighting from this entity.}} | {{varcom|cl_battery_dlights|1|[[Bool]]|Enable/disable client side rendering for dynamic point deferred lighting from this entity.}} | ||
{{varcom|cl_pickup_colorcorrection|1|[[Bool]]|Enable/disable color correction when this entity is picked up.}} | |||
{{varcom|end}} | {{varcom|end}} | ||
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{{varcom|sk_battery|15|[[Integer]]|The amount of armor that will be added to the current armor value. {{note|Even with 0, the {{ent|player}} will still be able to pick up it.}}}} | {{varcom|sk_battery|15|[[Integer]]|The amount of armor that will be added to the current armor value. {{note|Even with 0, the {{ent|player}} will still be able to pick up it.}}}} | ||
{{varcom|cl_battery_dlights|1|[[Bool]]|Enable/disable {{ent|light_dynamic}} from this entity.}} | {{varcom|cl_battery_dlights|1|[[Bool]]|Enable/disable {{ent|light_dynamic}} from this entity.}} | ||
{{varcom|cc_pickup_enable|1|[[Bool]]|Enable/disable color correction when this entity is picked up.}} | |||
{{varcom|end}} | {{varcom|end}} | ||
==See Also== | |||
* [[Item suit (Black Mesa)|item_suitcharger]] - the HEV suit | |||
* [[Item suitcharger (Black Mesa)|item_suitcharger]] - armor charger for the suit | |||
* [[Misc dead hev (Black Mesa)|misc_dead_hev]] - dead HEV scientist |
Latest revision as of 08:39, 21 July 2025
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CItem_battery |
item_battery
is a model entity available in Black Mesa. This is a portable battery that charges armor for the HEV suit when picked up. This entity also creates dynamic light source.


- They're VPhysics objects (disabled in multiplayer mode).
- Respawn in multiplayer mode (item_weapon_ entities creating xen portal effects as well).
- No physics and collision in multiplayer.
- Model can be changed to your own via the parameter (which is not in the FGD by default, added in Enhanced Black Mesa FGD).


- Light color (lightcolor) "20 181 214 255"
- Appearance (style) "Flicker A"
- Light Intensity (Intensity) "256"
- Texture Name (texName) "lights/lightcookie_battery.vtf"
- Enable Texture Light (bTexLight) "1"
- Specular Multiplier (SpecMultiplier) "0"
- Light Type (lighttype) "2"
- Range (range) "30[confirm]"


Keyvalues
- Respawn Time (respawntime) <float>
- Time waited between respawns in multiplayer mode.
- Model (model) <model path> !FGD
- Model to use for this entity.
Outputs
- OnPlayerDenied <void>
- Fires if the player has not picked it up when touched.
- OnPlayerPickup <void>
- Fires if the player picked it up.
Inputs
- AttachTo <void>
- Attaches this entity to !activator, the entity becomes impossible to pick up. It becomes invisible in first person mode, but only in Steam versions of the game only.
- Respawn <void>
- Respawn this entity in multiplayer. Fired by this entity after the amount of time from Respawn Time property.
- Disable <void>
- Make this item invisible and disable the ability to be picked up by players.

- Enable <void>
- Make this item visible and enable the ability to be picked up by players.
- Fall <void>
- Deattaches this entity if was attached with AttachTo input, the entity will retain its position before applying this input and will remain stationary until something will hit it.
Flags
- Start Asleep : [1]
- Motion Disabled : [2]
- Hard Respawn : [4]
- Respawn this entity even if it's already spawned. The timer will cycle throughout entire round. Picking up does not restart the timer.
- Silent Pickup : [8]
- Pick up this entity with no sound and HUD animation.
Dedicated Console Variables
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
sk_item_battery_value | 15 | Integer | The amount of armor that will be added to the current armor value. With 0 it will never be picked up by player. |
cl_battery_dlights | 1 | Bool | Enable/disable client side rendering for dynamic point deferred lighting from this entity. |
cl_pickup_colorcorrection | 1 | Bool | Enable/disable color correction when this entity is picked up. |
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
sk_battery | 15 | Integer | The amount of armor that will be added to the current armor value. ![]() |
cl_battery_dlights | 1 | Bool | Enable/disable light_dynamic from this entity. |
cc_pickup_enable | 1 | Bool | Enable/disable color correction when this entity is picked up. |
See Also
- item_suitcharger - the HEV suit
- item_suitcharger - armor charger for the suit
- misc_dead_hev - dead HEV scientist