Env citadel energy core: Difference between revisions

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==Keyvalues==
==Keyvalues==
{{KV|Scale (scale)|float|Scale of the effect.  1 is the default size, 2 is twice that, etc.}}
{{KV|Scale|intn=scale|float|Scale of the effect.  1 is the default size, 2 is twice that, etc.}}
{{KV BaseEntity|l4d=1|l4d2=1}}
{{KV BaseEntity|l4d=1|l4d2=1}}



Revision as of 10:14, 31 August 2024

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env_citadel_energy_core is a point entity available in Half-Life 2 Half-Life 2, Half-Life 2: Episode One Half-Life 2: Episode One, Half-Life 2: Episode Two Half-Life 2: Episode Two, and Half-Life 2: Deathmatch Half-Life 2: Deathmatch.

Not to be confused with prop_coreball (The reactor core ball from Episode One) or prop_combine_ball (Citadel/AR2 energy balls).
A Citadel Energy Core with Particles

This is a simple particle effect not prominently displayed but frequently used in the Citadel. It's most common use is on weapon confiscation devices and some devices seen transporting energy balls.

These are also used by the elevators and unstationary scaffolds in Portal.

Note.pngNote:This entity is also in the code for Portal 2. Its functionality is not guaranteed.


C++ In code, it is represented by theCCitadelEnergyCoreclass, defined in thecitadel_effects.cppfile.

Flags

  • 1: No small particles
  • 2: Start on

Keyvalues

Scale (scale) <float>
Scale of the effect. 1 is the default size, 2 is twice that, etc.


Inputs

StartCharge <floatRedirectInput/float>
Start charging the core over specified number of seconds.
StartDischarge
Start discharging the core.
Stop <floatRedirectInput/float>
Makes particles fade away within a given number of seconds.


Outputs