Difference between revisions of "Func healthcharger"

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The func_healthcharger is a visible, solid entity which can be used just as a func_button can, and will refill 15 health points per second while using it. Multiple players can use it at the same time, but the HP restored per second is distributed equally among them. Healthchargers refill themselves 30 seconds after being emptied. CVars:
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The func_healthcharger is a visible, solid entity which can be used just as a [[func_button]] can, and will refill 15 health points per second while using it. Multiple players can use it at the same time, but the HP restored per second is distributed equally among them. Health chargers refill themselves 30 seconds after being emptied.
sk_healthcharger# (Default: 80, 80, 80): Sets how many health points health chargers store.
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CVars: <code>sk_healthcharger</code> (Default: 80): Sets how many health points health chargers store.
  
 
== Keyvalues ==
 
== Keyvalues ==
  
{{Entity_keyvalue|Sound Replacement File|soundlist|Allows you to setup a sound replacement file func_healthcharge sounds. The path begins in 'svencoop/sound/mapname', whereas 'mapname' would be your map's name. You can go to the parent directory using '../'. A valid sound replacement file contains one or more lines with two sound-paths, which are separated by a space and wrapped into quotes. The first sound 
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{{Entity_keyvalue|Sound Replacement File|soundlist|Allows you to setup a sound replacement file func_healthcharge sounds. The path begins in 'svencoop/sound/mapname', whereas 'mapname' would be your map's name. You can go to the parent directory using '../'. A valid sound replacement file contains one or more lines with two sound-paths, which are separated by a space and wrapped into quotes. The first sound is the sound to be replaced. The second sound is the new sound. Sound-paths start in the sound directory. You cannot go to the parent directory using '../' in that case. These sounds do not need to be precached using a custom_precache point entity.}}
 
 
is the sound to be replaced. The second sound is the new sound. Sound-paths start in the sound directory. You cannot go to the parent directory using '../' in that case. These sounds do not need to be precached using a custom_precache point entity.}}
 
 
{{Entity_keyvalue|Custom Juice Amount|CustomJuice|Custom charges (max armor) amount. '0' for default.}}
 
{{Entity_keyvalue|Custom Juice Amount|CustomJuice|Custom charges (max armor) amount. '0' for default.}}
 
{{Entity_keyvalue|Custom Recharge Time|CustomRechargeTime|Time, in seconds, for entity to replenish it's charges. '0' for default.}}
 
{{Entity_keyvalue|Custom Recharge Time|CustomRechargeTime|Time, in seconds, for entity to replenish it's charges. '0' for default.}}
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== Notes ==
 
== Notes ==
  
The medkit will refill once the player has recharged his health to his maximum health; the healthcharger still needs to have health remaining for that to work.
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* The medkit will refill once the player has recharged his health to his maximum health; the healthcharger still needs to have health remaining for that to work.
Charging the medkit won't drain the healthcharger.Health Charger supports to have a name (even if it is not listed in object properties). You can set it by adding "targetname" key
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* Charging the medkit won't drain the healthcharger.
with SmartEdit mode disabled. Now entity can be killed and triggered to heal an activator by one point.
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* Health Charger supports to have a name (even if it is not listed in object properties). You can set it by adding "targetname" key with SmartEdit mode disabled. Now entity can be killed and triggered to heal an activator by one point.
  
 
== Changes ==
 
== Changes ==
  
5.0 Steam Release: Added 'Custom Juice Amount', 'Custom Recharge Time', 'Trigger On Empty', 'Trigger on Recharged',
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* 5.0 Steam Release: Added 'Custom Juice Amount', 'Custom Recharge Time', 'Trigger On Empty', 'Trigger on Recharged', 'Custom Denied Sound', 'Custom Start Sound', 'Custom Loop Sound' keyvalues.
 
 
'Custom Denied Sound', 'Custom Start Sound', 'Custom Loop Sound' keyvalues.
 
 
 
  
 
{{entity_title}}
 
{{entity_title}}

Latest revision as of 03:35, 28 January 2019

func_healthcharger
Type

brush

Status

supported

 


The func_healthcharger is a visible, solid entity which can be used just as a func_button can, and will refill 15 health points per second while using it. Multiple players can use it at the same time, but the HP restored per second is distributed equally among them. Health chargers refill themselves 30 seconds after being emptied.

CVars: sk_healthcharger (Default: 80): Sets how many health points health chargers store.

1 Keyvalues

Sound Replacement File : soundlist

Allows you to setup a sound replacement file func_healthcharge sounds. The path begins in 'svencoop/sound/mapname', whereas 'mapname' would be your map's name. You can go to the parent directory using '../'. A valid sound replacement file contains one or more lines with two sound-paths, which are separated by a space and wrapped into quotes. The first sound is the sound to be replaced. The second sound is the new sound. Sound-paths start in the sound directory. You cannot go to the parent directory using '../' in that case. These sounds do not need to be precached using a custom_precache point entity.

Custom Juice Amount : CustomJuice

Custom charges (max armor) amount. '0' for default.

Custom Recharge Time : CustomRechargeTime

Time, in seconds, for entity to replenish it's charges. '0' for default.

Trigger On Empty : TriggerOnEmpty

Entity to fire when charges are fully consumed.

Trigger on Recharged : TriggerOnRecharged

Entity to fire when entity recharge itself.

Custom Denied Sound : CustomDeniedSound

Custom sound file override to play when charger holds no more charges, but player is still attempting to drain more.

Custom Start Sound : CustomStartSound

Custom sound file override to play when player starts using this entity.

Custom Loop Sound : CustomLoopSound

Sound file to play (in a loop) when charging is in progress, just after "Custom Start Sound".

2 Notes

  • The medkit will refill once the player has recharged his health to his maximum health; the healthcharger still needs to have health remaining for that to work.
  • Charging the medkit won't drain the healthcharger.
  • Health Charger supports to have a name (even if it is not listed in object properties). You can set it by adding "targetname" key with SmartEdit mode disabled. Now entity can be killed and triggered to heal an activator by one point.

3 Changes

  • 5.0 Steam Release: Added 'Custom Juice Amount', 'Custom Recharge Time', 'Trigger On Empty', 'Trigger on Recharged', 'Custom Denied Sound', 'Custom Start Sound', 'Custom Loop Sound' keyvalues.