env_citadel_energy_core
		
		
		
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|  Class hierarchy | 
|---|
| CCitadelEnergyCore | 
|  citadel_effects.cpp | 
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, and
 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).
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.
Flags
- No small particles : [1]
- Start on : [2]
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Scale (scale) <float>
- Scale of the effect. 1 is the default size, 2 is twice that, etc.
Inputs
- StartCharge <float>
- Start charging the core over specified number of seconds.
- StartDischarge
- Start discharging the core.
- Stop <float>
- Makes particles fade away within a given number of seconds.
Categories: 
- Point entities
- Non-internal Half-Life 2 entities
- Half-Life 2 entities
- Half-Life 2 point entities
- Non-internal Half-Life 2: Episode One entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Non-internal Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Non-internal Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities




























