func_healthcharger
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func_healthcharger
is a brush entity available in Half-Life 1 series, Team Fortress Classic, and Ricochet. It gradually heals players that use it.
Keyvalues
Note:This doesn't function in game and instead always defaults to 60.
Global:
- 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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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 )
- Player class allowed to use goal (playerclass) <choices> (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.