func_recharge
		
		
		
		
		
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Warning:
		
	
func_recharge  is a   brush entity  available in 
 Half-Life 1 series, 
 Team Fortress Classic, and 
 Ricochet.
- The 
{{{game}}}parameter is inconsistent with the name defined by the {{Half-Life 1 series}} template. This can most likely be fixed by setting the value of the{{{game}}}parameter toHalf-Life 1 series.
If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page. 
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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