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- {{This is a|model entity|game=Half-Life 2: Episode Two}} [[Category:Prop entities|stickybomb]]130 bytes (16 words) - 17:25, 5 June 2025
- ...ife 2: Episode One|game2=Half-Life 2: Episode Two}} It creates a non-solid model that can be resized dynamically via [[#Inputs|inputs]]. It is used for the {{note|Added to {{hl2|2}} in the 20th Anniversary Update.}}1 KB (194 words) - 05:16, 27 November 2025
- {{this is a|point entity|game=Half-Life 2: Episode Two|name=point_flesh_effect_target}} ...parameter. Ep2's Alyx model is already set up to work with it. In Episode 2 this entity is parented to a [[Vortigaunt]]s claws with "SetParentAttachmen832 bytes (136 words) - 06:03, 19 May 2025
- {{this is a|model entity|name=prop_vehicle_jeep|game=Half-Life 2}} The '''Jeep''' is a drivable vehicle with the ability to have a mounted T ...gy.jpg|thumbnail|200px|<code>models/buggy.mdl</code>, the Half-Life 2 jeep model]]4 KB (600 words) - 19:54, 23 October 2025
- {{this is a|model entity|name=weapon_striderbuster|game=Half-Life 2: Episode Two}} It is a sticky bomb designed to be launched at [[npc_strider|Striders]] w ...le:Strider Buster introduced.jpg|thumb|250px|right]][[Category:Half-Life 2 Entities]]2 KB (219 words) - 17:26, 5 June 2025
- {{this is a|point entity|game=Half-Life 2: Episode Two|name=npc_advisor}} It's the sluggy, evil, worm like things that are known a ...:Advisor2.jpg|thumb|right|250px|Advisor, as seen in [[Half-Life 2: Episode Two]]]]4 KB (532 words) - 14:28, 7 March 2025
- |title = Half-Life 2: Episode Three |series = {{L|Half-Life series}}9 KB (1,201 words) - 02:58, 13 October 2025
- |title = Half-Life 2: Episode Three |series = [[Half-Life series]]9 KB (1,256 words) - 08:29, 17 October 2025
- {{this is a|model entity|name=weapon_physcannon|game=Half-Life 2 series|game1=Portal}} ...cs prop and the gravity gun are defined by the physgun_interactions in the model's QC file.5 KB (707 words) - 03:36, 19 May 2025
- ...l use older commentary bubble models, instead of newer model introduced in Episode One.}}]] ...commentary.txt}}) for the loaded level. If a commentary file is found, the entities contained within the commentary file are parsed and spawned.11 KB (1,609 words) - 08:07, 17 March 2025
- {{this is a|point entity|name=npc_clawscanner|series=Half-Life 2}} ...l2|1}}, using {{code|npc_cscanner}} entity and spawn with the Claw Scanner model instead of regular Combine Scanner (City Scanner) on any levels with {{code5 KB (744 words) - 20:31, 19 June 2025
- {{this is a|model entity|name=npc_enemyfinder_combinecannon|game=Half-Life 2 series|game1=Portal series|game2=Alien Swarm}} ...[http://combineoverwiki.net/wiki/Autogun Combine Autogun] seen in Episode Two. Essentially an invisible entity manning a mounted gun, it sees the enemy2 KB (335 words) - 03:32, 19 May 2025
- While it was only used during the cutscene in Half-Life 2: Episode Two where Alyx is revived, it is pretty versatile due to its amount of paramete ...ffect_target]] entities. When your model gets close to the sphere of these entities, the flesh will start to appear.5 KB (816 words) - 06:14, 20 May 2025
- ** {{hl2|4.1}} and [[Half-Life 2: Episode One|its]] [[Half-Life 2: Episode Two|episodes]] (via {{src13sp}}) <!-- same download URL--> ...included with {{mcv|4.1}} (x64 only), in lieu of vanilla Hammer. {{hl2rtx|2}} also includes Hammer++ alongside {{slammin|1|nt=4}}.8 KB (1,154 words) - 09:21, 10 November 2025
- {{tip|静态光源被编译为{{L|Lightmap|光照贴图}},它照亮{{L|brush|固体}}和{{L|model|模型}},以及{{L|Cubemaps}}, 提供静态{{L|reflection|反射}}。 ;{{L|env_particlelight}}:点亮由{{L|env_smokestack}}产生的颗粒。颗粒并没有受正常照明。使用(不超过)这些中的2个,使得(仅限这个实体){{L|env_smokestack}}颗粒出现以反�10 KB (510 words) - 03:18, 22 August 2024
- : '''L4D1/2 Level Design Theory and Practice Video Tutorials''' ...es/left4dead2_mapping/l4d2-1-level-design-tips-from-the-sacrifice.php L4D1/2: 13 Level Design Tips from The Sacrifice]42 KB (5,509 words) - 04:53, 9 October 2025
- * Using {{ent|info_lighting}} to "fool" a model into "thinking" it is brightly illuminated. ...t the surface receives from the environment. This is useful for parts of a model that emit their own visible light, like the filament in a light bulb or a g17 KB (2,517 words) - 10:18, 5 September 2025
- ...'''very''' important to '''Reset Game Configuration''' before the Episode Two hammer can be launched. This is caused by the '''gameconfig.txt''' pointing ...|The Episode One compile tools/hammer works again now. In order to use the Episode One tools follow these steps.40 KB (6,764 words) - 07:47, 8 January 2024
- There are currently two versions of this modification available, The current one for Source SDK 201 ...ls etc) but please note that coded items from games that are not Half-Life 2 based will not work.25 KB (3,856 words) - 07:50, 21 January 2024
- *Mejoras en Half-Life 2: Episode One. ** Disponible para quien posea Half-Life 2.13 KB (2,106 words) - 10:12, 12 July 2024