This entity when USEd (i.e. the player stands close to the entity, looks at it, and presses the [USE] key) recharges their health over time while the [USE] key is held down, until they reach 100% health or the health charger is depleted.
If textured with a "toggle texture" (texture having the prefix "
+0
" or "
+A
" in its name). Then the "on" (
+0
) version is set automatically when the entity spawns and switches automatically to the "off" version (
+A
) when it runs out of juice.
In
deathmatch games, when the juice is recharged, the "on" (
+0
) version is set.
The H.E.V./P.C.V. armor counterpart is
func_recharge
.
Difficulty |
Easy |
Medium |
Difficult |
Juice (Singleplayer) (HP) |
50 |
40 |
25 |
Juice (Multiplayer) (HP) |
50 |
40 |
25 |
Attributes
- Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
- 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 and Fade)
- Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are:
- 0 = Normal
- 1 = Color
- 2 = Texture
- 3 = Glow
- 4 = Solid
- 5 = Additive
- Global Entity Name (globalname)
- FX Amount (renderamt)
- FX Color (rendercolor)
- ZHLT Lightflags (zhlt_lightflags)
- Light Origin Target (light_origin)
- Minimum light level (_minlight)
- Recharge time in multiplayer (dmdelay) - Amount of time in seconds that this health charger need to recharge itself in multiplayer games when out of juice. [Not actually implemented]
Flags
Notes
- The amount of juice cannot be changed per-charger unless custom code/server side scripting is involved. If you are making a mod and wish to change the amounts, copy/paste the
skill.cfg
file from the base game/mod to your mod folder and update the sk_healthchargerX
skill CVARs values (X being the difficulty number, 1 for Easy, 2 for Medium and 3 for Hard).
- Player must have the H.E.V. suit/P.C.V. (
item_suit
) in order to use this entity.
- Due to an oversight in the code by Valve, the Recharge time in multiplayer (dmdelay) property has no effect and thus is forced by the multiplayer game rules to 60 seconds (1 minute).
- If the angles (or the Yaw compass) value is nonzero the entity will rotate around its origin (around origin brush or (0 0 0)) by that amount at spawn.
- If given a name, this entity can be triggered to heal the player in the activator chain. For example, a player pressing a
func_button
or passing through a trigger_multiple
that has a func_healthcharger
in the target chain gets 1HP on each trigger. Can be used to have a limited effect that respects the per-difficulty juice.
- If Angular velocity (avelocity) is given a nonzero value the entity will rotate when being used.
- To have an instant one-use healing station (like in Counter-Strike: Condition Zero Deleted Scenes) use a
func_button
with wait value -1 that targets a game_player_hurt
with negative damage. Needless to say this workaround doesn't respect difficulty settings.
- The Dreamcast/PS2 ports of Half-Life and its expansions (as well as the fanmade PC port of Half-Life: Decay) uses a model-based entity named
item_healthcharger
. This is not available in the PC version of Half-Life and its expansions unless implemented by mods (like the aforementioned Decay port).
Team Fortress Classic only
Attributes
- Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are:
- 0 = Normal
- 1 = Color
- 2 = Texture
- 3 = Glow
- 4 = Solid
- 5 = Additive
- Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
- 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 and Fade)
- Targetname of teamcheck goal (teamcheck) - Using this in conjunction with an info_tf_teamcheck allows you to switch the entity's team allegiance when the info_tf_teamcheck changes its team setting. The team_no property must be set to Any (0) if you use this value.
- Has item # (items_allowed) - The player must be carrying this item to use this entity. Set 0 to ignore this criterion.
- Has item from group # (h_i_g) - The player must be carrying any item from this group to use this entity. Set 0 to ignore this criterion.
- Hasn't item from group # (hasnt_item_from_group) - To use this entity, the player must not be carrying any item from this group. Set 0 to ignore this criterion.
- If item # has moved (if_item_has_moved) - A player can only use the entity if this item is not in its original spawn location. Set 0 to ignore this criterion.
- If item # hasn't moved (if_item_hasnt_moved) - A player can only use the entity if this item is in its original spawn location. Set 0 to ignore this criterion.
- If goal # active (if_goal_is_active) - Players can only use the entity if this goal is in the active state. Set 0 to ignore this criterion.
- If goal # inactive (if_goal_is_inactive) - Players can only use the entity if this goal is in the inactive state. Set 0 to ignore this criterion.
- If goal # removed (if_goal_is_removed) - Players can only use the entity if this goal is in the removed state. Set 0 to ignore this criterion.
- If group # active (if_group_is_active) - A player can only use the entity if all the goals in this group are in the active state. Set 0 to ignore this criterion.
- If group # inactive (if_group_is_inactive) - A player can only use the entity if all the goals in this group are in the inactive state. Set 0 to ignore this criterion.
- If group # removed (if_group_is_removed) - A player can only use the entity if all the goals in this group are in the removed state. Set 0 to ignore this criterion.
- FX Amount (1 - 255) (renderamt)
- FX Color (R G B) (rendercolor)
- ZHLT Light flags (zhlt_lightflags)
- Minimum light level (_minlight)
- Team allowed to use goal (team_no)
- Player class allowed to use goal (playerclass)