HECU medics, and their healing(?)

Hey all, awesome mod played all the half-lifes up to episode 2.

Im just a bit curious about the sk_ commands about the HECU marine medics,

I noticed that the “sk_human_medic_health_amount” command and am wondering if this is the command that allows the medic to heal his comrades?

if so-> can a healing interval be added like the one that the scientists have? (sk_human_scientist_heal_interval “60” )

if this is the case as well, I have not noticed the HECU medics healing anyone. I have tested it over and over with noclip/notarget and npc_select along with several other commands to check individual NPC health, and the medics don’t seem to be doing anything…

perhaps I am making a mistake when I use the command “npc_create npc_human_medic”? should I be arming them with “healthpacks” or something?

very confusing, some information would be awesome thx!

I think the scientists auto-heal to full-hp after a while, maybe if they get shot or something.
Useful at QE, or are there no hostiles left, I dont remember it exactly. I just remember HL1 version.
“sk_human_medic_health_amount” could be about the likelihood of a soldier dropping medkits.
I checked and its the healing valuie for the healthkit that is dropped randomly by soldiers

oh nice, I was a bit confused. So the health_amount is just the drop variable for the medics… interesting. So then I take it that is the only difference between medics and grunts? they have no actual “heal” ability to use on other marines?

maybe it’s bugged

I hope that is the case, because the level of epicness would be insane. lol Im gettin super nostalgic playing throu the scenes and recreating alien/Hecu battles of my liking!! and the heal ability (if they do indeed have one) would be freakin awesome for the HEcu…

Sure they already seem to be attacking in full force, but comparitively the alien_grunts are stronger 1x1 than the HECU grunts, so i thought the medics might tip the scales.

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