func_recharge Last edited 10 months ago2024-02-20 12:08:20 UTC

func_recharge - Brush Entity

This entity when USEd (i.e. the player stands close to the entity, looks at it, and presses the [USE] key) recharges their armor over time while the [USE] key is held down, until they reach 100% armor or the recharger is depleted.

If textured with a "toggle texture" (texture having the prefix "+0" or "+A" in its name). Then the "on" (+0) version is set automatically when the entity spawns and switches automatically to the "off" version (+A) when it runs out of juice.

In deathmatch games, when the juice is recharged, the "on" (+0) version is set.

The health counterpart is func_healthcharger.
Difficulty Easy Medium Difficult
Juice (Singleplayer) (AP) 50 40 25
Juice (Multiplayer) (AP) 30 30 30

Attributes

Flags

Notes

Team Fortress Classic only

Attributes

  • Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are:
    • 0 = Normal
    • 1 = Color
    • 2 = Texture
    • 3 = Glow
    • 4 = Solid
    • 5 = Additive
  • Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
    • 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 and Fade)
  • Targetname of teamcheck goal (teamcheck) - Using this in conjunction with an info_tf_teamcheck allows you to switch the entity's team allegiance when the info_tf_teamcheck changes its team setting. The team_no property must be set to Any (0) if you use this value.
  • Has item # (items_allowed) - The player must be carrying this item to use this entity. Set 0 to ignore this criterion.
  • Has item from group # (h_i_g) - The player must be carrying any item from this group to use this entity. Set 0 to ignore this criterion.
  • Hasn't item from group # (hasnt_item_from_group) - To use this entity, the player must not be carrying any item from this group. Set 0 to ignore this criterion.
  • If item # has moved (if_item_has_moved) - A player can only use the entity if this item is not in its original spawn location. Set 0 to ignore this criterion.
  • If item # hasn't moved (if_item_hasnt_moved) - A player can only use the entity if this item is in its original spawn location. Set 0 to ignore this criterion.
  • If goal # active (if_goal_is_active) - Players can only use the entity if this goal is in the active state. Set 0 to ignore this criterion.
  • If goal # inactive (if_goal_is_inactive) - Players can only use the entity if this goal is in the inactive state. Set 0 to ignore this criterion.
  • If goal # removed (if_goal_is_removed) - Players can only use the entity if this goal is in the removed state. Set 0 to ignore this criterion.
  • If group # active (if_group_is_active) - A player can only use the entity if all the goals in this group are in the active state. Set 0 to ignore this criterion.
  • If group # inactive (if_group_is_inactive) - A player can only use the entity if all the goals in this group are in the inactive state. Set 0 to ignore this criterion.
  • If group # removed (if_group_is_removed) - A player can only use the entity if all the goals in this group are in the removed state. Set 0 to ignore this criterion.
  • FX Amount (1 - 255) (renderamt)
  • FX Color (R G B) (rendercolor)
  • ZHLT Light flags (zhlt_lightflags)
  • Minimum light level (_minlight)
  • Team allowed to use goal (team_no)
  • Player class allowed to use goal (playerclass)

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