Func healthcharger (GoldSrc): Difference between revisions
		
		
		
		
		
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 Confirm:the FGD mentions it, but it's commented out. does it function?
 Confirm:the FGD mentions it, but it's commented out. does it function?
		
	
| Kestrelguy (talk | contribs)  (created based off of Half-Life.fgd and Team Fortress Classic.fgd.) | SirYodaJedi (talk | contribs)  m (SirYodaJedi moved page Func healthcharger (GoldSource Engine) to Func healthcharger (GoldSrc)) | 
| (No difference) | |
Revision as of 13:23, 29 May 2023

 

This entity is also available as func_healthcharger for the Source 1 engine. 
Todo: The deprecated template 
{{Base brush}}, {{Brush ent}} or {{Tf2 brush}} (and similar) was used. Use {{Entity}} instead. func_healthcharger is a brush entity available in all GoldSrc engine games. It gradually heals players within its volume.
  func_healthcharger is a brush entity available in all GoldSrc engine games. 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?
 Confirm:the FGD mentions it, but it's commented out. does it function?- Global Entity Name (globalname) <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. 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 
- Render Amount (0-255) (renderamt) <integer>
- Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
- Render Color (R G B) (rendercolor) <color255>
- Color to use by the specified render mode.
 Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.
- Minimum light level (_minlight) <normal>
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|  Note:If any of the booleans are set in worldspawn, they can be disabled per entity by being set to -1. 
 
 
 
 
 
 
 
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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.


























