Item suitcharger: Difference between revisions

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{{LanguageBar}}
{{wrongtitle|title=item_suitcharger}}
{{tabsBar|main=Item_suitcharger}}
==Entity Description==
{{CD|CNewRecharge|file1=hl2/func_recharge.cpp}}
[[Image:item_suitcharger.jpg|thumb|200px|right|Suit Charger]]
[[File: item_suitcharger.png | right | 200px]]


Gradually charges up [[item_suit|HEV suit]] energy on use, until empty.  
{{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}}
*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.}}


A suitcharger will contain the same total charge regardless of the difficulty setting.
{{Note|{{clr}}
* A normal suitcharger (without any flags checked) will be able to discharge a total of 75 Suit points.
*A suit charger will contain the same total charge regardless of the difficulty setting.
* A Citadel recharger will be able to discharge a total of 500 Suit points, overcharging the HEV suit to a maximum of 200 Suit points, and while recharging it will also heal Health for free.
*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).
* Kleiner's recharger will be able to discharge a total of 25 Suit points.
*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.
* A Citadel/Kleiner's recharger combo (with both flags checked) will be able to discharge a total of 30 Suit points, overcharging the HEV suit to a maximum of 200 Suit points, and while recharging it will also heal (a total of 15) Health for free.
*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 {{hl2dm|4}}.
*Players can fire any weapon while charging. Confirmed with {{hl2dm|4}}.
*Players can reload weapons while charging. Confirmed with {{hl2dm|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}}.
}}


{{Placement tip|
{{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}}.}}
*Rechargers are best placed with a height of around 48 units between the floor and the center of the recharger entity.
==Flags==
*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.}}
{{fl|8192|Citadel 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}}
==Dedicated Console Variables==
* '''sk_suitcharger''' (Default: 75)
: <integer>
* '''sk_suitcharger_citadel''' (Default: 500)
: <integer>
* '''sk_suitcharger_citadel_maxarmor''' (Default: 200)
: <integer>


==Keyvalues==
==Keyvalues==
* {{kv targetname}}
{{KV Targetname}}
* {{kv angles}}
{{KV|Deathmatch recharge delay|intn=dmdelay|integer}}
* '''_minlight'''
: <float> Minimum light level
 
==Flags==
* 8192 : Citadel recharger
: Changes charge amount.
* 16384 : Kleiner's recharger
: Changes charge amount.


==Inputs==
==Inputs==
* {{i targetname}}
{{I|SetCharge|Set ''charge'' and ''total charge'' to a specific amount.|param=float|nofgd=1}}
* '''Recharge'''
:{{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}}.}}
{{I|Recharge|Sets charge to maximum.}}


==Outputs==
==Outputs==
* {{o targetname}}
{{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.}}
* '''OutRemainingCharge <float>'''
{{O|OnHalfEmpty|Fired when the "charge left" reaches 50% of its max.}}
* '''OnHalfEmpty'''
{{O|OnEmpty|Fired when the charger is empty.}}
* '''OnEmpty'''
{{O|OnFull|Fired when player gets recharged to the max.}}
* '''OnFull'''
{{O|OnPlayerUse|Fired when the player tries to {{ent|+use}} the charger.}}
: Recharged to full.
 
* '''OnPlayerUse'''
==Cvars/Commands==
{{varcom|start}}
{{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}}|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|end}}


==See Also==
==See also==
* [[func_recharge]] - A similar entity.
*{{ent|func_recharge}}, a brush-based version of this entity.
*{{ent|item_healthcharger}}, a version of this entity meant for health.


[[Category:Entities]] [[Category:Items]]
[[Category:Items]]

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