func_recharge Last edited 2 months ago2024-02-20 11:52:52 UTC

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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 it's 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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