func_healthcharger
(Redirected from Func healthcharger (GoldSource Engine))
func_healthcharger
is a brush entity available in the following GoldSrc games or engine branches:
Half-Life, Half-Life: Opposing Force, Half-Life: Blue Shift and Team Fortress Classic. 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?
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.
- 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; seefunc_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:
- 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.