Func recharge: Difference between revisions

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(Changed because it dont fit with the Entity Article Template)
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==Keyvalues==
==Keyvalues==
*{{KV Targetname}}
{{KV Targetname}}
*{{KV Parentname}}
{{KV Parentname}}
*{{KV Origin}}
{{KV Origin}}
*'''_minlight'''
{{KV|_minlight|float|Defines the minimum light level.}}
:<integer> Minimum light level.  


==Flags==
==Flags==
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==Inputs==
==Inputs==
*{{I Targetname}}
{{I Targetname}}
*{{I Parentname}}
{{I Parentname}}
*'''Recharge'''
{{IO|Recharge|}}
* '''{{EP1 add|SetCharge <integer>}}'''
{{IO|SetCharge|This sets the remaining charge in the charger to whatever value you specify.}}
: This sets the remaining charge in the charger to whatever value you specify


==Outputs==
==Outputs==
*{{O Targetname}}
{{O Targetname}}
*'''OutRemainingCharge <float>'''
{{IO|OutRemainingCharge|}}
: Remaining Charge
{{IO|OnHalfEmpty|Executed when the "charge left" reaches 50% of its max.}}
* '''OnHalfEmpty'''
{{IO|OnEmpty|Executed when the Charger is empty.}}
: Half-Empty
{{IO|OnFull|Executed when player gets recharged to the max.}}
* '''OnEmpty'''
{{IO|OnPlayerUse|Executed when a player uses the entity (Def. E).}}  
: Empty
* '''OnFull'''
: Recharged to full.
* '''OnPlayerUse'''
: Fired when the player +USEs the charger. {{PlAct}}


[[Category:Entities]][[Category:Brush Entities]]
[[Category:Entities]][[Category:Brush Entities]]

Revision as of 15:46, 3 February 2012

Template:Hl2 brush

Entity description

A brush entity (as opposed to the model-based item_suitcharger) that recharges the HEV suit's battery power.

Dedicated Console Variables

sk_suitcharger <int>
Amount of healing points.(Default: 75 for HL2,30 for HL2:DM)
sk_suitcharger_citadel<int>
Todo: Add a description for this variable.
(Default: 500 for HL2,200 for HL2:DM)
sk_suitcharger_citadel_maxarmor <int>
Todo: Add a description for this variable.
(Default: 200)

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

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Origin:

Origin (X Y Z) (origin) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
_minlight ([todo internal name (i)]) <float>
Defines the minimum light level.

Flags

  • 8192 : Citadel recharger

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
Recharge
SetCharge
This sets the remaining charge in the charger to whatever value you specify.

Outputs

OutRemainingCharge
OnHalfEmpty
Executed when the "charge left" reaches 50% of its max.
OnEmpty
Executed when the Charger is empty.
OnFull
Executed when player gets recharged to the max.
OnPlayerUse
Executed when a player uses the entity (Def. E).