Item battery: Difference between revisions

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m (Updated the image)
(Added mention that Stunstick provides 0.5 of the value of sk_battery and linked to SDK code for example.)
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{{hl2 point|item_battery}} This item charges up the [[item_suit|HEV suit]] by 15 energy points (regardless of the difficulty setting).
{{hl2 point|item_battery}} This item charges up the [[item_suit|HEV suit]] by 15 energy points (regardless of the difficulty setting).
The amount of power given by the battery can be changed with the console command <code>sk_battery [int]</code>. The command also affects how much [[item_suit|HEV Suit]] power will be given in HL2, as picking up a [[weapon_stunstick|Stunstick]] [https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/server/hl2/hl2_player.cpp#L2630 will provide 50% of the value of <code>sk_battery</code>].


{{Placement Tip|Place this entity at least one unit above its resting surface to prevent its position from being disturbed in-game.}}
{{Placement Tip|Place this entity at least one unit above its resting surface to prevent its position from being disturbed in-game.}}

Revision as of 08:27, 11 March 2020

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Item battery.png

Template:Hl2 point This item charges up the HEV suit by 15 energy points (regardless of the difficulty setting).

The amount of power given by the battery can be changed with the console command sk_battery [int]. The command also affects how much HEV Suit power will be given in HL2, as picking up a Stunstick will provide 50% of the value of sk_battery.

PlacementTip.gifPlacement Tip:Place this entity at least one unit above its resting surface to prevent its position from being disturbed in-game.
C++ In code, it is represented by theCItemBatteryclass, defined in theitem_battery.cppfile.

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

Flags

Start Constrained : [1]
Spawns with motion disabled.

Outputs

Item:

OnPlayerTouch
Fires when the player touches this item. !activator is the player.
OnCacheInteraction
This output fires when the player proves they have "found" this item.
Fires on:
  • Player Touch (whether or not player actually acquires the item).
  • Picked up by +use.
  • Picked up by gravity gun.
  • Punted by gravity gun.