item_antidote in TFC Created 3 years ago2020-05-10 07:54:56 UTC by outis outis

Created 3 years ago2020-05-10 07:54:56 UTC by outis outis

Posted 3 years ago2020-05-10 07:54:56 UTC Post #344190
So as far as I know, item_antidote is one of three planned collectibles unused in Half-Life. The other two didn't get as far before being cut. I've read that the antidote can be used in Sven Co-op but it's also found in the TFC .fgd. Personally, with extensive TFC experience, I've never seen it in a map. And when I put it in a map, it can be picked up but does seemingly nothing. I was wondering if there was a way to give it some functionality without needing to code. Maybe to cure infection from enemy medics?
Posted 3 years ago2020-05-10 10:19:21 UTC Post #344194
Other than triggering some in-game effect using the entities available in the editor, I doubt there is anything that can be done without some form of coding. Otherwise I'm sure somebody would have found some way to implement it in the last 20 years. :heartbreak:
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-05-10 13:14:56 UTC Post #344196
I was about to give the same answer, but decided to check the source code to be sure, and found that antidotes do have a function. The poison and nerve-gas damage types apply damage over time, but having an antidote will stop that effect after a few seconds. The HEV will notify you when an antidote is used.

That's HL bytheway, I don't know whether this behavior has been removed in TFC.
Posted 3 years ago2020-05-11 02:41:20 UTC Post #344200
Was thinking maybe the TFC developers were considering its use but decided against it. Thanks for the thoughts and the code.
Posted 3 years ago2020-05-13 11:05:19 UTC Post #344207
That's HL bytheway, I don't know whether this behavior has been removed in TFC.
Probably the Team Fortress Classic player class extends CBasePlayer - it wouldn't be the only Team Fortress Classic code in the Half-Life SDK anyway.
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