Item suitcharger: Difference between revisions

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[[Image:item_suitcharger.jpg|thumb|200px|right|Suit Charger]]
{{lang|Item suitcharger}}
[[File:item_suitcharger.jpg|thumb|200px|right|Suit Charger]]
{{hl2 point|item_suitcharger}} This is the [[HEV suit]] charger which gradually replenishes suit power on use, until empty or the suit is at full power.
{{hl2 point|item_suitcharger}} This is the [[HEV suit]] charger which gradually replenishes suit power on use, until empty or the suit is at full power.
{{Placement Tip|
{{Placement Tip|
* 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.  
* 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.}}
*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.}}


==Notes==
==Notes==
A suit charger will contain the same total charge regardless of the difficulty setting.
*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 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 for free.
*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.
*Kleiner's recharger will be able to discharge a total of 25 power points, regardless of cvar settings.
* A Citadel/Kleiner's 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.
*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.


==Dedicated Console Variables==
==ConVars/Commands==
;sk_suitcharger <[[int]]>
{{varcom|start}}
: Changes the total charge of suit points of the normal charger (Default: 75 for HL2, 30 for HL2:DM).
{{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}}


;sk_suitcharger_citadel <[[int]]>
==Flags==
: Changes the total charge of suit points of the citadel charger (Default: 500 for HL2, 200 for HL2:DM.)
*8192: Citadel recharger
 
*16384: Kleiner's recharger
;sk_suitcharger_citadel_maxarmor <[[int]]>
: Changes the amount of Suit points you can hold when recharging with a citadel charger (Default: 200).


==Keyvalues==
==Keyvalues==
{{KV Targetname}}
{{KV BaseAnimating|base=1}}
{{KV Angles}}
{{KV BaseEntity|base=1}}
{{KV|_minlight|float|Defines the minimum light level.}}
 
==Flags==
* 8192 : Citadel recharger
: Changes charge amount to Citadel recharger amounts (see Entity description).
* 16384 : Kleiner's recharger
: Changes charge amount to Kleiner's recharger amounts (see Entity description).


==Inputs==
==Inputs==
{{I Targetname}}
{{IO|SetCharge|Set ''charge'' and ''total charge'' to a specific amount.|param=float|nofgd=1}}
{{IO|SetCharge|Set total charge and 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 official FGD files, it is used once in an official map, in episodic, map <code>ep1_citadel_03</code>.}}
{{IO|Recharge|Sets charge to maximum}}
{{IO|Recharge|Sets charge to maximum}}
{{I BaseAnimating}}
{{I BaseEntity|base=1|prel4d=1}}


==Outputs==
==Outputs==
{{IO|OutRemainingCharge|Fires 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|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|Executed when the "charge left" reaches 50% of its max.}}
{{IO|OnHalfEmpty|Fired when the "charge left" reaches 50% of its max.}}
{{IO|OnEmpty|Executed when the Charger is empty.}}
{{IO|OnEmpty|Fired when the charger is empty.}}
{{IO|OnFull|Executed when player gets recharged to the max.}}
{{IO|OnFull|Fired when player gets recharged to the max.}}
{{IO|OnPlayerUse|Fired when the player tries to +USE the charger.}}
{{IO|OnPlayerUse|Fired when the player tries to {{ent|+use}} the charger.}}
{{O Targetname}}
{{O BaseAnimating}}
{{O BaseEntity}}


==See also==
==See also==
*<code>[[func_recharge]]</code>, a brush-based version of this entity.
*{{ent|func_recharge}}, a brush-based version of this entity.
*<code>[[item_healthcharger]]</code>, a version of this entity meant for health.
*{{ent|item_healthcharger}}, a version of this entity meant for health.


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

Revision as of 05:46, 11 September 2018

English (en)Translate (Translate)
Suit Charger

Template:Hl2 point 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.

Notes

  • 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.

ConVars/Commands

Cvar/Command Parameters or default value Descriptor Effect
sk_suitcharger 75 (HL2), 30 (HL2DM) Arbitrary number Total charge of suit points on a normal charger.
sk_suitcharger_citadel 500 (HL2), 200 (HL2DM) 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.

Flags

  • 8192: Citadel recharger
  • 16384: Kleiner's recharger

Keyvalues

Note.pngNote:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history


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
Note.pngNote:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history


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.
Note.pngNote:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history


See also