func_recharge

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Revision as of 16:26, 14 June 2018 by Pinsplash (talk | contribs) (redid header, fixed TODOs,)
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Template:Hl2 brush It's a brush-based version of item_suitcharger.

Dedicated Console Variables

sk_suitcharger <int>
Amount of healing points.(Default: 75 for HL2,30 for HL2:DM)
sk_suitcharger_citadel <int>
Changes the total charge of suit points of the citadel charger (Default: 500 for HL2, 200 for HL2:DM.)
sk_suitcharger_citadel_maxarmor <int>
Changes the amount of Suit points you can hold when recharging with a citadel charger (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
Sets charge to maximum
SetCharge
This sets the remaining charge in the charger to whatever value you specify.

Outputs

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.
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).

See Also