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  • {{This is a|point entity|game=Team Fortress 2|name=bot_roster}} Allows the mapper to control TFbot class selection. :* red : Red Team
    2 KB (348 words) - 08:16, 12 May 2025
  • {{note|The bots are kicked after death.}} {{KV|Bot Name|string|Name of the bot.}}
    2 KB (379 words) - 07:16, 20 May 2025
  • {{KV|Team|intn=teamnum|choices|The team of the bot.}} :* 2 : Red
    2 KB (250 words) - 08:21, 18 December 2024
  • ...fo player Teamspawn tf.JPG|thumb|right|200px|A player spawn point, it uses the same model from Half-Life 2.]] This entity marks the spawn point for [[Player (Team Fortress 2)|Team Fortress 2 players]].
    3 KB (399 words) - 13:47, 16 August 2025
  • [[File:Lightwarp snow.jpg|thumb|200px|The technique was first used in {{dods|2}}'s snow maps, such as Kalt.]] {{Important|Make sure the texture is clamped in the VTF otherwise it will render incorrectly. Use '''Clamp S''' and '''Clamp T'
    5 KB (733 words) - 05:03, 1 May 2025
  • ...2/Scripting/Script_Functions/Constants#FTFBotAttributeType|This page]] for the relevant values.}} <!--doesn't seem to use the same values as other ent's Team KVs. Technically, the team KV supports more values than this, but they're just aliases for other
    5 KB (786 words) - 07:15, 20 May 2025
  • ...standard .obj and .[[TGA|tga]] file into a format that can be published to the steam workshop. It's possible for the creator of the model to sell their item on the Steam workshop.
    6 KB (962 words) - 07:47, 7 September 2024
  • ...icle names have to be written into the '''Particle System Name''' field of the [[info_particle_system]] entity. ...t used in maps (and also currently very outdated). It is recommend you use the Particle Browser in {{Hammerpp|2}} (in Tools -> Particle Browser), which pr
    39 KB (5,845 words) - 19:06, 6 January 2025
  • A quick reference for the numbers and statistics that any Team Fortress 2 level designer should know. ...ollision hulls don't get stuck on geometry that wouldn't be problematic in the original games.}}
    17 KB (2,185 words) - 09:29, 6 September 2025
  • | Pyro || 68 <td style="background:#404040;"> <b>Pyro</b> </td>
    17 KB (2,229 words) - 22:53, 11 September 2025
  • ...ining modes, and also competitive in the event that a player leaves before the match completes. In Mann vs. Machine, 22 slots are reserved for TFBots to use, leading to the recommendation of 32 maxplayers for servers hosting Mann vs. Machine games.
    35 KB (5,314 words) - 07:18, 20 May 2025
  • ...s, specific to each map. 523 waypoints, for nearly as many maps, come with the installation of FoxBot. * Foxbots have the following traits:
    13 KB (1,976 words) - 18:24, 19 January 2025
  • ...class's zoomed/revved pose (for classes without this animation, this uses the reference pose). ...on whilst this condition is active when the weapon does not allow zooming, the game will crash.
    20 KB (3,156 words) - 14:22, 28 February 2025
  • ...ally are critically important to it. Unfortunately while understanding how the game plays is one thing, creating a quality map that compliments it is quit ...' The best maps can run on a 24/7 server without getting boring even after the second or third reload.
    27 KB (4,639 words) - 00:16, 7 January 2024
  • // Names of the sub-directories we don't want to load materials from 2 : "RED"
    101 KB (13,438 words) - 23:15, 9 March 2024
  • ...es</code>, <code>modevents.res</code> and <code>replayevents.res</code> in the <code>resource</code> folder. {{tip|To see what events fire during the game, download [https://raw.githubusercontent.com/ficool2/vscript_tf/refs/h
    65 KB (10,370 words) - 10:46, 20 May 2025
  • // 0131 - Removed duplicate ZLightflag from the button_target SolidClass base (thanks to Andy Howard) // 1002 - Fixed a bug with the Replacement Model Flags property showing up as "0".
    76 KB (8,509 words) - 13:41, 8 March 2015
  • // Names of the sub-directories we don't want to load materials from 2 : "Red"
    120 KB (16,128 words) - 18:26, 20 March 2025
  • ...ce types (<code>$surfaceprop</code>) that Source recognizes, as defined by the files referenced in <code>/scripts/surfaceproperties_manifest.txt</code>. ..., density, collision/footstep sounds, the effect of bullet impacts and, if the object is destructible, health and [[gibs|gib]] type.
    27 KB (3,961 words) - 21:05, 6 August 2025
  • ...s/forumdisplay.php?f=191 Source SDK Forums] for asking questions regarding the Source SDK.<br> ...on gets answered, please make sure to move it to the "Answered" portion of the page.''
    107 KB (18,339 words) - 15:05, 28 June 2011
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