Item healthcharger: Difference between revisions
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{{DISPLAYTITLE:item_healthcharger}} | {{DISPLAYTITLE:item_healthcharger}} | ||
[[Image:item_healthcharger.jpg|thumb|200px|right|A Health Charger.]] | [[Image:item_healthcharger.jpg|thumb|200px|right|A Health Charger.]] | ||
{{hl2 point|item_healthcharger}} | {{hl2 point|item_healthcharger}} This is the [[health]] charger which gradually replenishes player health on use, until empty or the player is at full health. A charger normally holds 50 health points, regardless of the difficulty setting. | ||
{{Placement Tip| | {{Placement Tip| | ||
*Rechargers are best placed with a height of around 48 units between the floor and the center of the recharger entity. | *Rechargers are best placed with a height of around 48 units between the floor and the center of the recharger entity. | ||
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==Outputs== | ==Outputs== | ||
{{IO|OutRemainingCharge|Fires once for every single point of health given to the player. The means it will not fire when the charger is depleted or when the player is at full health.}} | |||
{{IO|OnPlayerUse|Fired when the player tries to +USE the healthcharger. This output will fire only if the Generate output on +USE spawnflag is set.}}' | |||
{{O Targetname}} | {{O Targetname}} | ||
==See also== | ==See also== | ||
*[[func_healthcharger]] | *<code>[[func_healthcharger]]</code> | ||
[[Category:Items]] | [[Category:Items]] |
Revision as of 13:25, 14 June 2018
Template:Hl2 point This is the health charger which gradually replenishes player health on use, until empty or the player is at full health. A charger normally holds 50 health points, regardless of the difficulty setting.

- Rechargers are best placed with a height of around 48 units between the floor and the center of the recharger entity.
- To ensure that the player will gain health rather than lose it, place them in areas occluded from immediate danger, like constant enemy fire from helicopters or tanks. Consider however that, since the player is required to stare at the wall while they are using the charger, they can be used to create tension by placing them where an enemy might still reach the player. Note that chargers could also add good or bad stress to the player if they have to exterminate a load of enemies in a room which a health charger is placed before using it.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Inputs
Outputs
- OutRemainingCharge
- Fires once for every single point of health given to the player. The means it will not fire when the charger is depleted or when the player is at full health.
- OnPlayerUse
- Fired when the player tries to +USE the healthcharger. This output will fire only if the Generate output on +USE spawnflag is set.'