Func recharge (GoldSrc): Difference between revisions
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{{ | {{tabsBar|main=func_recharge}} | ||
{{this is a|brush entity|name=func_recharge|engine=GoldSrc}} This entity creates a solid object entity that when {{ent|+use}}d | {{this is a|brush entity|name=func_recharge|engine=GoldSrc}} This entity creates a solid object entity that when {{ent|+use}}d recharges their armor over time while the use key is held down, until they reach 100% armor or the recharger is depleted. | ||
== Key Values == | == Key Values == |
Revision as of 10:56, 9 September 2024
func_recharge
is a brush entity available in all GoldSrc games. This entity creates a solid object entity that when +used recharges their armor over time while the use key is held down, until they reach 100% armor or the recharger is depleted.
Key Values
- Global Entity Name (globalname) <string>
- Name to identify entity accross level transitions. Entities with the same global name will have the same status accross maps.
- Deathmatch recharge delay (dmdelay) <integer> (only in
Team Fortress Classic)
- Amount of time in seconds that this armor charger need to recharge itself in multiplayer games when out of juice.
- Minimum light level (_minlight) <string>
- Render FX (renderfx) <choices>
- Render FX mode to use, for special effects.
Value Description 0 Normal 1 Slow Pulse 2 Fast Pulse 3 Slow Wide Pulse 4 Fast Wide Pulse 5 Slow Fade Away 6 Fast Fade Away 7 Slow Become Solid 8 Fast Become Solid 9 Slow Strobe 10 Fast Strobe 11 Faster Strobe 12 Slow Flicker 13 Fast Flicker 14 Constant Glow 15 Distort 16 Hologram (Distort + fade)
- Render Mode (rendermode) <choices>
- Render Mode to use.
Value Description 0 Normal 1 Color 2 Texture 3 Glow 4 Solid 5 Additive
- Render Amount (0-255) (renderamt) <integer>
- Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
- Render Color (R G B) (rendercolor) <color255>
- Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.
- Minimum light level (_minlight) <normal>
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