Func healthcharger (GoldSrc): Difference between revisions
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Warning:
Confirm:the FGD mentions it, but it's commented out. does it function?
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Thunder4ik (talk | contribs) m (→top: clean up, replaced: {{Entitytabs → {{tabs) |
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{{ | {{tabs|source=1|goldsrc=1|main=source|func_healthcharger}} | ||
{{This is a|name=func_healthcharger|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift|game3=Team Fortress Classic|e2|engine=gldsrc}} It gradually heals players within its volume. | {{This is a|name=func_healthcharger|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift|game3=Team Fortress Classic|e2|engine=gldsrc}} It gradually heals players within its volume. | ||
Revision as of 00:53, 19 January 2024
func_healthcharger
is an e2 available in Half-Life,
Half-Life: Opposing Force,
Half-Life: Blue Shift, and
Team Fortress Classic.

- The {{{engine}}} parameter is inconsistent with the name defined by the {{gldsrc}} template. This can most likely be fixed by setting the value of the {{{engine}}} parameter to GoldSrc.
If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.
It gradually heals players within its volume.
Keyvalues
- Minimum Light Level (_minlight) <string>

- 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.
- 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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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.