func_healthcharger

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func_healthcharger is a brush entity available in the following GoldSrc GoldSrc games or engine branches:
Half-Life Half-LifeHalf-Life: Opposing Force Half-Life: Opposing ForceHalf-Life: Blue Shift Half-Life: Blue Shift and Team Fortress Classic Team Fortress Classic. It gradually heals players within its volume.

Keyvalues

Minimum Light Level (_minlight) <string>
Deathmatch recharge delay (dmdelay) <integer>
!FGD in Half-Life Half-Life.
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 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; see func_conveyor for more information.

ZHLT:
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 <string>
Used to define a target to sample lighting from.

TFCriteria:
Team allowed to use goal (team_no) <choices> (only in Team Fortress Classic)
  • 0: Any
  • 1: Blue
  • 2: Red
  • 3: Yellow
  • 4: Green
Targetname of teamcheck goal (teamcheck) <string> (only in Team Fortress Classic)
Player class allowed to use goal (playerclass) <choices> (only in Team Fortress Classic)
  • 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 Team Fortress Classic)
The player must be carrying this item to use this entity.
Has item from group # (h_i_g) <integer> (only in Team Fortress Classic)
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 Team Fortress Classic)
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 Team Fortress Classic)
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 Team Fortress Classic)
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 Team Fortress Classic)
Players can only use the entity if this goal is in the active state.
If goal # inactive (if_goal_is_inactive) <integer> (only in Team Fortress Classic)
Players can only use the entity if this goal is in the inactive state.
If goal # removed (if_goal_is_removed) <integer> (only in Team Fortress Classic)
Players can only use the entity if this goal is in the removed state.
If group # active (if_group_is_active) <integer> (only in Team Fortress Classic)
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 Team Fortress Classic)
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 Team Fortress Classic)
A player can only use the entity if all the goals in this group are in the removed state.