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  • ...k|Creating a Classic Counter-Strike Map/de|Das Erstellen einer klassischen Counter-Strike-Karte}} ...''' in klassischen Wettkampf-Karten für {{Counter-Strike: Source|4}} und {{Counter-Strike: Global Offensive|4}} ab.
    3 KB (402 words) - 02:11, 22 August 2024
  • Nous allons maintenant ajouter quelques {{L|entities}} dans la map. [[File:Mt-entities.png]]
    4 KB (631 words) - 02:59, 12 July 2024
  • ...r está subiendo la escalera, pero en realidad está trepando por la entidad de la escalera que está justo en frente. === Prop / Modelo de escalera ===
    10 KB (1,707 words) - 05:28, 12 March 2025
  • {{back|Counter-Strike: Global Offensive Level Creation}}{{Delisted|csgo}} ...the map voting process at the end of the game also "offers" a different [[Counter-Strike: Global Offensive/Game Modes#Skirmish Modes|war game]].
    7 KB (1,156 words) - 04:00, 23 November 2025
  • {{This is a|point entity|name=point_worldtext|game=Counter-Strike: Global Offensive}} También disponible en {{tf2|4}}. [[File:Point worldtext csgo example.jpg|thumb|right|Ejemplo de texto generado por dos entidades point_worldtext]] Es una entidad que muest
    4 KB (592 words) - 17:19, 5 June 2025
  • {{LanguageBar|title = Cifrado del canal de red de Counter-Strike: Global Offensive}} ...rado de canales de red de terceros.[[File:Csgo_logo.jpg‎|thumb|right|360px|Counter-Strike: Global Offensive]]
    14 KB (1,691 words) - 04:50, 12 July 2024
  • ...os kune kvazaŭ se ĉiuj estaĵoj estis unu aĵon. Ĉiu estaĵido sekvos moviĝon de ĝian generinton. ...tra priskribo, ekz. "must be parented", "parent the child to the parent", "entities can have parents", cetera. {{only|{{Flag|en|link=Entity_Hierarchy_(parentin
    8 KB (1,298 words) - 06:20, 20 May 2025
  • ...s y posibles problemas relacionados con la comunicación basada en paquetes de datos. ...da, un retraso de un milisegundo puede ser perfectamente notable a la hora de disparar o interactuar con objetos.
    22 KB (3,598 words) - 10:10, 12 July 2024
  • ...cla entre sonidos ejecutados aleatoriamente y en bucle, con la posibilidad de ser emitidos desde uno u ocho ubicaciones asignables. ...{{L|info_player_start}} or whatever game specific {{LCategory|player spawn entities}} you have, else the players will spawn without loading any soundscape unti
    19 KB (2,809 words) - 02:29, 22 August 2024
  • {{lang|title=Lista de proxies de material|List Of Material Proxies}} ...lista, junto a los proxies presentes en juegos específicos (en su mayoría de Valve).
    29 KB (4,239 words) - 02:23, 22 August 2024
  • ...seño de Nivel/Tú Primer Nivel (Portal 2)|Level Design Introduction (Portal 2)/Your First Level}} {{Portal 2 level intro menu:es}}__TOC__
    25 KB (4,184 words) - 02:23, 22 August 2024
  • ...{{Update|Artigo será traduzida totalmente, e após completo, a atualização de informações começara após o refinamento ortográfico/gramatical. Ou ser |releasedates = 7 de outubro, 2004
    25 KB (3,743 words) - 17:54, 14 June 2025
  • = 10/2/2014 Release = ...ave performance problems on Windows, add {{code|"+cpu_frequency_monitoring 2"}} to the command line to see if CPU thermal throttling is an issue. If the
    33 KB (5,060 words) - 22:43, 22 March 2025
  • ...unning {{csgo|4}} Dedicated Server.[[File:Csgo_logo.jpg‎|thumb|right|360px|Counter-Strike: Global Offensive]] :List all clientside entities thinking and time - will report and turn itself off.
    40 KB (6,058 words) - 00:26, 21 November 2025
  • {{Note|Most {{hls|2}} textures use static reflective images (located in {{path|environment maps ...being converted from gamma to linear'''. The input will turn into {{code|X^2.2f}}. For example, 0.25 is not 25% reflectivity, it's actually ~5%! }}
    16 KB (2,366 words) - 16:04, 29 November 2025
  • <source lang=cpp highlight=1-2,4> // if ( bForceUpdate == false ) ...|It is generally advised to manage the states of your env_projectedtexture entities by turning them on and off with triggers. It is also possible to use distan
    20 KB (2,662 words) - 08:03, 19 August 2025
  • ...tiple point_camera and info_camera_link entities to separate func_montitor entities. As in camera_1 outputs to monitor_1, camera_2 outputs to monitor_2, etc.. *You kinda CAN do this, its just sort of hacky. De-maximize Hammer, stretch it across both monitors, and then create individua
    63 KB (10,575 words) - 20:38, 31 January 2025
  • ...well now. I'm just glad it wasn't my code :) [[User:Gurtak|Gurtak]] 14:08, 2 Sep 2007 (PDT) ...loud as geometry. Extracting and decompiling the final levels of Half Life 2 will show how it is done.
    209 KB (34,960 words) - 02:00, 7 January 2024
  • ...h_displacements|this article]].--[[User:Fitzroy doll|Fitzroy doll]] 06:28, 2 Jun 2007 (PDT) * Comments appended to entities, where able, don't like ctrl-enter for a carriage return. FIX: I had to man
    80 KB (13,465 words) - 23:16, 6 January 2024
  • // Half-Life 2/HL2DM FGD file // * Removed the following nonfunctional entities: env_rotorwash; info_teleporter_countdown; prop_vehicle_driveable; script_
    422 KB (57,535 words) - 06:54, 19 August 2023
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