func_recharge
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func_recharge is a brush entity available in
Half-Life 1 series,
Team Fortress Classic, and
Ricochet. 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 Mode (rendermode) <choices>
- Render Mode to use.
Render modes - Normal
- Color
- Texture
- Glow
- Solid
- 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.
- Render FX (renderfx) <choices>
- Render FX mode to use, for special effects.
Render effects - Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Constant Glow
- Distort
- Hologram (Distort + fade)
- Minimum light level (_minlight) <float>
- Range 0-2. 1 is full brightness, 2 is maximum overbright brightness.
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