Func healthcharger

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Revision as of 13:37, 14 June 2018 by Pinsplash (talk | contribs) (fixed TODO and header)
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Template:Hl2 brush A brush-based version of item_healthcharger. Despite that, it appears to be missing many of the functionalities that would be expected to exist.

Confirm:Maybe Valve just messed up the FGD?

Template:In code

Keyvalues

Minimum light level ([todo internal name (i)]) <string>
The minimum level of ambient light that hits this brush.
Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Origin:

Origin (X Y Z) (origin) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Global:
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

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.

See also