item_suitcharger
Jump to navigation
Jump to search
Class hierarchy |
---|
CNewRecharge |
func_recharge.cpp |
This article is about the point entity. For the brush entity, see func_recharge.
item_suitcharger
is a point entity available in Half-Life 2 series. This is the HEV suit charger which gradually replenishes suit power on use, until empty or the suit is at full power.
Placement Tip:
- Chargers are best placed with a height of around 48 units between the floor and the center of the recharger entity.
- To ensure that the player will gain battery rather than lose it, place them in areas occluded from immediate danger, like constant enemy fire from helicopters or tanks. Consider however that, since the player is required to stare at the wall while they are using the charger, they can be used to create tension by placing them where an enemy might still reach the player. Note that chargers could also add good or bad stress to the player if they have to exterminate a load of enemies in a room which a health charger is placed before using it.
Note:
- A suit charger will contain the same total charge regardless of the difficulty setting.
- A normal suit charger (without any flags checked or cvars changed) will be able to discharge a total of 75 power points (30 in HL2DM).
- A Citadel recharger will be able to discharge a total of 500 power points (200 in HL2DM), overcharging the HEV suit to a maximum of 200 power points, and while recharging it will also heal health.
- Kleiner's recharger will be able to discharge a total of 25 power points, regardless of cvar settings.
- A Citadel/Kleiner recharger combo (with both flags checked) will be able to discharge a total of 30 power points (since Kleiner's recharger is set to 25 power points no matter what, and a Citadel recharger rounds it up to the nearest 10), overcharging the HEV suit to a maximum of 200 power points, and while recharging it will also heal (a total of 15) health for free.
- Players can change weapons while charging. Confirmed with Half-Life 2: Deathmatch.
- Players can fire any weapon while charging. Confirmed with Half-Life 2: Deathmatch.
- Players can reload weapons while charging. Confirmed with Half-Life 2: Deathmatch.
- Players can't use it without the suit. Deny. Confirmed with Half-Life 2.
- Players can't use it past the limit. Deny. Confirmed with Half-Life 2.
Flags
Citadel recharger : [8192]
Kleiner's recharger : [16384]
- Only gives 25 health
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Deathmatch recharge delay (dmdelay) <integer>
Inputs
- SetCharge <float> !FGD
- Set charge and total charge to a specific amount.
- Note:Float values cause the model to change, but charge received is rounded down.
- Note:Despite this input not being in the stock FGD, it is used once by Valve, in ep1_citadel_03.
- Recharge
- Sets charge to maximum.
Outputs
- OutRemainingCharge
- Fired 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
- Fired when the "charge left" reaches 50% of its max.
- OnEmpty
- Fired when the charger is empty.
- OnFull
- Fired when player gets recharged to the max.
- OnPlayerUse
- Fired when the player tries to +use the charger.
Cvars/Commands
See also
- func_recharge, a brush-based version of this entity.
- item_healthcharger, a version of this entity meant for health.