item_healthcharger
#
Model-based health charger from PS2 version of Half-Life.
This entity can play sound animation events. Use entity template with autoprecache_sounds enabled to precache such sounds.
Parameters #
Collision typeApproximate. Arm interpolation- use approximate collision to avoid blocking doors.Accurate. No arm interpolation- use more accurate collision, but lose the bone controller interpolation (the arm following the player won’t be smooth). Good option when the custom model without an arm is used.
Skill variables #
Same as func_healthcharger
Soundscripts #
- Same as func_healthcharger
- WallHealth.Deploy - player when the player is nearby, along with the deploy animation. Derived from WallHealth.Start.
Visuals #
- WallHealth.Tank - the tank/jar model (with a green liquid).
Model assumptions #
The default model of the health charger is models/health_charger_body.mdl. It’s expected to have the following properties:
- The following bone controllers:
- index 0 - the arm part that rotates to the player. The value 0 means the arm is at middle position when deployed.
- index 1 - the camera part that tracks the player’s movement. The value 0 means the camera is looking forward.
- The following sequences:
- still - waiting to be used.
- deploy - deploy an arm when the player is near.
- retract_arm - retract the arm when player went out of reach.
- give_shot - start giving a needle shot.
- retract_shot - retract the needle before retracting an arm when player stops using the health charger.
- prep_shot - the arm is deployed but is not being used yet.
- shot_idle - continuous use.
- inactive - depleted.
All bone controllers and all the sequences are optional. If some sequence is missing it resets to the first sequence (index 0) in the model.
The default tank/jar model spawned along with the health charger is models/health_charger_both.mdl. It’s expected to have the following properties:
- The first bone controller is used to show the amount of healing juice left.
- The sequence 0 is a still state (before the health charger is getting used).
- The sequence 1 is a sloshing state (the health charger is being used. This is forced to be a looping animation).
- The sequence 2 is a transition to rest (from sloshing to still).
Entity template examples #
Simplified version without a tank/jar model and with an empty deploy soundscript. May be useful with custom model that the tank/jar doesn’t match and when the deploy sound is undesirable.
{
"item_healthcharger": {
"visuals": {
"WallHealth.Tank": {
"model": ""
}
},
"soundscripts": {
"WallHealth.Deploy": {
"waves": []
}
}
}
}