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item_suitcharger

Point Entity

Battery recharger

Keyvalues

  • Start Fade Dist (fademindist) <Float>
    Distance at which the prop starts to fade (<0 = subtract from fademaxdist).

  • End Fade Dist (fademaxdist) <Float>
    Max fade distance at which the prop is visible (0 = don't fade out)

  • Fade Scale (fadescale) <Float>
    If you specify a fade in the worldspawn, or if the engine is running under low end/medium end/XBox360, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances.

  • Color (R G B) (rendercolor) <Color255>

  • Entity Scripts (vscripts) <ScriptList>
    Name(s) of script files that are executed after all entities have spawned.

  • Name (targetname) <TargetSource>
    The name that other entities refer to this entity by.

  • Minimum light level (_minlight) <String>

  • Spawnflags (spawnflags) <Flags>

    • Citadel recharger
    • Kleiner's recharger

Inputs

  • RunScriptFile <String>
    Load and execute a script file

  • RunScriptCode <String>
    Execute a fragment of script code

  • CallScriptFunction <String>
    Call a script function

  • CallPrivateScriptFunction <String>
    Calls a script function from this entity's private script scope.

  • CallGlobalScriptFunction <String>
    Calls a script function in the global script scope.

  • Kill <Void>
    Removes this entity from the world.

  • KillHierarchy <Void>
    Removes this entity and all its children from the world.

  • AddOutput <String>
    Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care.

  • FireUser1 <Void>
    Causes this entity's OnUser1 output to be fired.

  • FireUser2 <Void>
    Causes this entity's OnUser2 output to be fired.

  • FireUser3 <Void>
    Causes this entity's OnUser3 output to be fired.

  • FireUser4 <Void>
    Causes this entity's OnUser4 output to be fired.

  • Recharge <Void>
    Recharge to full

Outputs

  • OnUser1 <Void>
    Fired in response to FireUser1 input.

  • OnUser2 <Void>
    Fired in response to FireUser2 input.

  • OnUser3 <Void>
    Fired in response to FireUser3 input.

  • OnUser4 <Void>
    Fired in response to FireUser4 input.

  • OnKilled <Void>
    Fired when the entity is killed and removed from the game.

  • OutRemainingCharge <Float>
    Remaining Charge.

  • OnHalfEmpty <Void>
    Half-Empty

  • OnEmpty <Void>
    Empty

  • OnFull <Void>
    Recharged to full.

  • OnPlayerUse <Void>
    Fired when the player +USEs the charger.