item_recharge
#
Model-based suit charger from PS2 version of Half-Life.
Skill variables #
Same as func_recharge
Soundscripts #
- Same as func_recharge
- SuitRecharge.Deploy - player when the player is nearby, along with the deploy animation. Derived from SuitRecharge.Start.
Visuals #
- SuitRecharge.Glass - the glass model covering the electric coils.
- SuitRecharge.Beam - the beam shown at the end of the charger’s “arm”.
Model assumptions #
The default model of the suit charger is models/hev.mdl. It’s expected to have the following properties:
- The following bone controllers:
- index 0 - for the camera that tracks the player’s movement. The value 0 means the camera is looking forward.
- index 1 - the left coil that’s changing while the suit charger is being used.
- index 2 - the right coil that’s changing while the suit charger is being used.
- index 3 - the arm part that rotates to the player. The value 0 means the arm is at middle position when deployed.
- The following sequences:
- rest - waiting to be used or depleted.
- deploy - deploy an arm when the player is near.
- retract_arm - retract the arm when player went out of reach.
- give_charge - start giving a needle shot.
- retract_charge - retract the needle before retracting an arm when player stops using the suit charger.
- prep_charge - the arm is deployed but is not being used yet.
- charge_idle - continuous use.
All bone controllers and all the sequences are optional. If some sequence is missing it resets to the first sequence (index 0) in the model.
Entity template examples #
Simplified version without a glass model, without beams and with an empty deploy soundscript. Can be useful with a custom model that the glass and beams don’t match and when the deploy sound is undesirable.
{
"item_recharge": {
"visuals": {
"SuitRecharge.Glass": {
"model": ""
},
"SuitRecharge.Beam": {
"model": ""
}
},
"soundscripts": {
"SuitRecharge.Deploy": {
"waves": []
}
}
}
}