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  • ...ted in the Hammer editor for Gmod!|Getting started with Hammer for Garry's Mod]] == Garry's Mod Gamemodes ==
    850 bytes (100 words) - 09:42, 18 August 2024
  • ...g started in the Hammer editor for Gmod!|Prvi koraci s Hammerom za Garry's Mod}} == Garry's Mod načini igre ==
    877 bytes (112 words) - 09:41, 18 August 2024
  • ...2013 Multiplayer|engine=Source}} {{also|{{Black Mesa}}{{Mapbase}}{{Garry's Mod}}{{strata}}}} ...here levels or entities suddenly appear intersecting with them. Teleported entities have their velocity set to zero and their angles untouched.
    2 KB (211 words) - 09:33, 9 May 2025
  • [[Category:Garry's Mod entities]] [[Category:Garry's Mod logical entities]]
    2 KB (206 words) - 17:07, 22 May 2025
  • * {{gmod}} [[Base.fgd/Garry's Mod|Garry's Mod]] *[[List of Entities]]
    2 KB (246 words) - 20:14, 14 June 2025
  • {{this is a|logical entity|name=ttt_map_settings|game=Garry's Mod}} Allows the map to specify some behaviors, such as whether crowbars unlock ...ks doors|choices|Enable crowbar unlocking func_door and func_door_rotating entities that have a targetname set, using an Unlock input.}}
    1 KB (220 words) - 17:09, 22 May 2025
  • === Entities === The following entities will be used:
    5 KB (884 words) - 16:12, 4 May 2024
  • ...enable Radial Fog, override HDR fog color and option to use HD Camera (for entities such as [[point_camera]]). ...fgd}} (pre-anniversary/pre-TF2 SDK version) with [[Half-Life 2.fgd/Garry's Mod|some modifications]], a {{hls|1}} entity included and commented out code.
    1 KB (181 words) - 18:44, 20 March 2025
  • ...n unofficial updated version of {{entspy|4.1}}. It allows to view and edit entities in a compiled [[BSP]] map file. * '''Importing and exporting''' entities
    2 KB (237 words) - 13:46, 11 August 2025
  • ...used by bots. In {{source|4}}, navigation meshes are used by the following entities: # [[NextBot]] entities in:
    2 KB (303 words) - 00:14, 8 July 2025
  • ...preventing maps from being fully decompiled (obfuscating textures, keeping entities or VScript server-side, etc.), but these are rarely used because most peopl *{{vrf|4}} (used to view the entities and other lumps on a map, decompiling to vmap, and exporting to glTF)
    5 KB (727 words) - 04:59, 9 July 2025
  • |title = Garry's Mod |image = Software Cover - Garry's Mod.jpg
    13 KB (1,913 words) - 21:31, 22 September 2025
  • ...you to place point-based entities in a map. Point-based entities are those entities which exist only at a point, and do not rely on a brush for their effect. ...r map. The Sprinkle Tool requires a custom script in order for it to place entities.
    5 KB (804 words) - 03:39, 23 April 2025
  • {{this is a|logical entity|name=env_skypaint|notext=1|game=Garry's Mod}} ...g the spawnmenu, spawn the Sky Editor entity somewhere in your map (in the Entities tab under "Editors").
    4 KB (563 words) - 17:10, 22 May 2025
  • ...d|4}} ({{code|garrysmod.fgd}}). It is located in {{code|...\common\Garry's Mod\garrysmod\gamemodes\terrortown\ttt.fgd}}. auto_ammo(integer) : "Autospawn ammo items" : 0 : "Number of matching ammo entities to spawn around the weapon. Leave some room above this entity for the ammo,
    13 KB (1,904 words) - 14:35, 28 March 2025
  • == Ladder entities for Half-Life 2 series / Half-Life 2 Deathmatch == == Counter Strike: Source, Day of Defeat: Source 와 Garry's Mod 사다리 ==
    12 KB (417 words) - 06:28, 12 March 2025
  • ...Can conflict with other scripts. {{note|This script is executed before any entities exist so it needs to be delayed most of the time.}} ] script DeepPrintTable( getroottable().Entities.getclass() )
    15 KB (2,160 words) - 04:41, 17 September 2025
  • ...hp?p=18536820&postcount=1078 Lua implementation] of this effect in Garry's Mod. Garry himself was also a big help in getting this into fruition and the hl ...iate shading in areas. We will be using the Stencil Buffer to "cutout" the entities we want to glow so only the blurred image that extends beyond the entity wi
    21 KB (3,046 words) - 08:03, 25 November 2017
  • : Garry's Mod is based on {{src13}}, but has several key modifications including overall Source's movement hierarchy system is used to attach different entities to one another, but the same logic can be used to understand how Skeletal b
    15 KB (2,224 words) - 11:40, 28 April 2025
  • ...Projected texture.jpg|thumb|Projecting a colorful [[texture]] in [[Garry's Mod]].]] .... env_Projectedtexture does not light the world similarly that other light entities which are ray-traced when you compile the map. This light however is real-t
    16 KB (2,360 words) - 10:20, 18 August 2025
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