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- [[Category:Vehicle Programming]] At the end of the day, the typical source vehicle is made up of 3 parts:5 KB (706 words) - 02:13, 9 January 2024
- These fixes are to correct some issues with using Valves vehicle code in a multiplayer game. ...with the current engine. The only other option would be to write your own vehicle movement code, which is no easy task for complicated vehicles like the bugg6 KB (874 words) - 06:12, 22 April 2024
- This is a list of sites relating to programming and extra (communities), covering both general and HL2/Source SDK specific * [https://www.daniweb.com daniweb] - IT Discussion Community - Software Programming with sample code and tutorials7 KB (976 words) - 06:30, 15 August 2025
- [[Category:Programming]] [[Category:Vehicle Programming]]2 KB (283 words) - 13:09, 25 June 2025
- // We don't allow view kicks in the vehicle [[Category:Programming]]2 KB (280 words) - 10:03, 23 January 2023
- |TLK_PASSENGER_OVERRTURNED || || Vehicle was just overturned |TLK_PASSENGER_REQUEST_UPRIGHT || || Vehicle needs to be put upright10 KB (1,491 words) - 09:42, 16 July 2024
- ...ave different ClientModes for the player walking around on foot, driving a vehicle in third person, and issuing commands from an overhead camera. [[Category:Programming]]3 KB (460 words) - 15:46, 5 August 2009
- ...would lead to situations too complex for either AI or players to handle. [[Vehicle]]s and flying NPCs like [[npc_manhack]] ''do'' use VPhysics, however. Most == Programming ==7 KB (981 words) - 22:36, 28 August 2025
- ...should be accounted for in level design to prevent spawn camping. A proper programming fix for it can be found here: [[Fixing the Dropship gun]]. The issues can b {{KV|Crate Type|intn=CrateType|choices|Sets the vehicle/crate type and its contains.}}5 KB (747 words) - 06:13, 24 May 2025
- ...u just want to create a physics object for your entity's model, [[VPhysics#Programming|use a <code>VPhysicsInit*()</code> function]]. ...up to 1024 <code>IPhysicsObject</code>s. This happens in Valve's code with vehicle wheels and whenever a model has [[$collisionjoints]] (the "must all be conv4 KB (593 words) - 03:58, 23 June 2011
- ;<code>COLLISION_GROUP_IN_VEHICLE</code>:For any entity inside a vehicle ;<code>COLLISION_GROUP_VEHICLE_CLIP</code>:vehicle [[clip brush]] to restrict vehicle movement9 KB (1,407 words) - 08:49, 12 July 2024
- ...player fires with a weapon, the same thing happens when the player exits a vehicle. [[Category:Programming]]6 KB (787 words) - 08:17, 16 December 2024
- // HUGAMOD: Checks if the player is in a vehicle so that [[Category:Programming]]8 KB (912 words) - 07:56, 11 May 2025
- ...ng entities colliding with things, picking up health etc. (on foot or in a vehicle), [[trigger]]s, and so on. [[Category:Programming]]8 KB (1,324 words) - 04:48, 12 July 2024
- === [[:Category:Programming|Renderer]] === ** Multiple players/NPCs in a vehicle29 KB (4,131 words) - 03:15, 19 September 2025
- ==={{LCategory|Programming|Renderer}}=== ** Multiple players in a vehicle in multiplayer22 KB (3,199 words) - 07:22, 20 May 2025
- Is that possible without C++ programming? ...2CombatWeapon because it doesn't seem to implement the right functions. My programming experience is primarily based in C and Java, but I'm picking up this C++ st107 KB (18,339 words) - 15:05, 28 June 2011