func_healthcharger
(Redirected from Func healthcharger (GoldSource Engine))
func_healthcharger
is a brush entity available in the following GoldSrc games or engine branches:
Half-Life, Half-Life: Opposing Force, Half-Life: Blue Shift and Team Fortress Classic. It gradually heals players within its volume.
Keyvalues
- Minimum Light Level
(_minlight)
<string>
Confirm:the FGD mentions it, but it's commented out. does it function?
Global:
- Global Entity Name
(???)
<string> - Name to identify entity accross level transitions. Entities with the same global name will have the same status accross maps.
- !FGD (if even functional) in Team Fortress Classic.
- Render FX
(renderfx)
<choices> - Render FX mode to use, for special effects.
Value Description 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 + fade)
- Render Mode
(rendermode)
<choices> - Render Mode to use.
Value Description 0 Normal 1 Color 2 Texture 3 Glow 4 Solid 5 Additive
- FX Amount (1-255)
(renderamt)
<integer> - Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque.
- FX Color (R G B)
(rendercolor)
<color255> - Color to use by the specified render mode.
Also used to control the speed of scrolling textures; seefunc_conveyor
for more information.
- Minimum light level
(_minlight)
<string>
ZHLT:
- ZHLT Light Flags (ZHLT 2.2+)
(zhlt_lightflags)
<choices> - Special lighting behavior. Only available if using Zoner's Half-Life Compile Tools.
- 0 : "Default"
- 1 : "Embedded Fix"
- 2 : "Opaque (blocks light)"
- 3 : "Opaque + Embedded fix"
- 6 : "Opaque + Concave Fix"
- Light Origin Target (ZHLT 2.2+)
(light_origin)
<targetname> - Used to define a target to sample lighting from.
- Nonsolid (ZHLT)
(zhlt_noclip)
<boolean> - Disables generation of clipnodes for all brushes on this entity, except for clip brushes. The entity may still be solid to point traces (hitscans, grenades, etc) if the brush contents are set to solid.
- Tip:Always enable this for func_illusionary; VHLT does not properly strip clipnodes for this entity.
- Don't Render (ZHLT 3+)
(zhlt_invisible)
<boolean> - Treat all faces as if they were textured with NULL.
- Tip:Use this on triggers which use custom textures instead of AAATRIGGER or NULL, such as ladders.
- Fake Lightmap (VHLT v33+)
(zhlt_embedlightmap)
<boolean> - Generates unique diffuse textures for all textured faces, then bakes lighting information directly into the generated textures. Primarily used to prevent translucent surfaces from "glowing", as rendermodes which support translucency don't render lightmaps on the vanilla renderer.
- Important:The resulting textures will be renamed to have the prefix __rad; as such, any unique attributes will be lost.
- Downscale Fake Lightmap (VHLT v34+)
(zhlt_embedlightmapresolution)
<integer> - Downscale texture created by zhlt_embedlightmap this many times.
TFCriteria:
- 0: Any
- 1: Blue
- 2: Red
- 3: Yellow
- 4: Green
- Targetname of teamcheck goal
(teamcheck)
<string> (only in )
- 0: Any
- 1: Scout
- 2: Sniper
- 3: Soldier
- 4: Demolitions man
- 5: Medic
- 6: Heavy Weapons Guy
- 7: Pyro
- 8: Spy
- 9: Engineer
- Has item #
(items_allowed)
<integer> (only in ) - The player must be carrying this item to use this entity.
- Has item from group #
(h_i_g)
<integer> (only in ) - To use this entity, the player must be carrying any item from this group.
- Hasn't item from group #
(hasnt_item_from_group)
<integer> (only in ) - To use this entity, the player must not be carrying any item from this group.
- If item # has moved
(if_item_has_moved)
<integer> (only in ) - A player can only use the entity if this item is not in its original spawn location.
- If item # hasn't moved
(if_item_hasnt_moved)
<integer> (only in ) - A player can only use the entity if this item is in its original spawn location.
- If goal # active
(if_goal_is_active)
<integer> (only in ) - Players can only use the entity if this goal is in the active state.
- If goal # inactive
(if_goal_is_inactive)
<integer> (only in ) - Players can only use the entity if this goal is in the inactive state.
- If goal # removed
(if_goal_is_removed)
<integer> (only in ) - Players can only use the entity if this goal is in the removed state.
- If group # active
(if_group_is_active)
<integer> (only in ) - A player can only use the entity if all the goals in this group are in the active state.
- If group # inactive
(if_group_is_inactive)
<integer> (only in ) - A player can only use the entity if all the goals in this group are in the inactive state.
- If group # removed
(if_group_is_removed)
<integer> (only in ) - A player can only use the entity if all the goals in this group are in the removed state.