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  • {{this is a|point entity|game=Alien Swarm|name=asw_marker}} ...is entity is always the center of the map marking.'' So for example if you wanted to highlight a room on your map, you would have to place the marker in the
    2 KB (402 words) - 18:15, 17 May 2024
  • There's no Dreamball-specific entities to use here, just what ever your map desires. Take a look at the "Dreamball ...* and coop_* which will be pretty much the same maps (unless you of course wanted extra team-orientated puzzles in Coop, etc) just with the 2 different prefa
    3 KB (563 words) - 09:16, 8 January 2024
  • ...your Mutation is launched and your VScript becomes active. It is the entry point for your VScript code. ...inside the white gazebo. We are going to use the location of each of these entities as a new spawn location for each Survivor.
    7 KB (1,118 words) - 09:10, 12 April 2025
  • :* '''Chapter 1, Farmland''' - Planning: 040% - Construction: 020% - Entities: 010% - Beautification: 009% :* '''Chapter 2, Bungalows''' - Planning: 005% - Construction: 000% - Entities: 000% - Beautification: 000%
    5 KB (805 words) - 10:17, 21 January 2024
  • | Start Sound || a3_jump_intro_rotating_panel_travel_01.wav || If wanted, set a sound that will always play when the flip panel starts to rotate. It | Stop Sound || a3_jump_intro_rotating_panel_arrival_01.wav || If wanted, set a sound that will always play when the flip panel comes to halt. Again
    6 KB (1,047 words) - 00:22, 7 January 2024
  • ...commentary.txt}}) for the loaded level. If a commentary file is found, the entities contained within the commentary file are parsed and spawned. Players can turn commentary mode on & off at any time. The entities described inside the commentary file will be destroyed and recreated dynami
    11 KB (1,609 words) - 09:07, 17 March 2025
  • == Brush or Point Based? == ...er how the door is shaped and how it looks compared to a point-based door. Point-based doors, however, can have functioning opening hardware, such as handle
    12 KB (2,020 words) - 00:14, 7 January 2024
  • ...Half-Life map (or any Quake engine-based map, for that matter) is entirely entities. However, for simplicity, the main world geometry is often referred to as n ...Well, the MAP format is organised into entities. Everything is defined by entities - including the world, in the "worldspawn" entity. Let's take a look at how
    10 KB (1,549 words) - 11:55, 20 September 2023
  • ...nc_capturezone}} [[Entity creation#Brush-based_entity_creation|brush-based entities]], which act as drop-off points. Although they are called "flags," {{ent|it The entities and [[Inputs and Outputs|input/output system]] may allow us to do some inte
    9 KB (1,520 words) - 07:13, 20 May 2025
  • ...nfo dialog: + Total patches, Ingame entities, Group entities, Ingame group entities counts *Connected entities selector/walker
    5 KB (689 words) - 08:24, 14 February 2025
  • ...performance steady, which is something that Source's regular dynamic light entities would be incapable of (aka projected textures). However, keep in mind that ...ough you could probably do this solely with the Ctrl and arrow keys if you wanted to. The majority of the modifications will involve files in /game/client an
    7 KB (990 words) - 13:38, 27 September 2025
  • ...r the basics of [[Left 4 Dead]] map creation. It will explain the required entities, such as the director, weapons, and spawns. It will also answer some of the In order for each of the survivors to have their own spawn point, you must have three different types of entity in your map. These are <code
    11 KB (1,988 words) - 07:55, 16 February 2025
  • '''<big>NOTE: This information is stale, and an update for post-beta entities will be coming soon.</big>''' = Entities =
    8 KB (1,276 words) - 16:08, 10 September 2024
  • ...n order to create novel features. This included spawning a tank at a fixed point to dramatic effect, creating snow that would slow Survivors down, and formi ...ny game assets relating to winter within the L4D2 SDK. Originally the team wanted a snow storm similar to that seen in Hard Rain. However, getting snow to wo
    6 KB (1,038 words) - 10:31, 5 January 2024
  • ...ni-tutorial gives you everything you need to fairly easily add AVIMaterial entities to your map. Each entity controls drawing to a certain texture, and allows ...ere else, just make sure to update the AVIMaterial entities in quickone to point at the right location.)
    11 KB (1,798 words) - 03:56, 12 July 2024
  • ...discussion of how to network variables between entities, see [[Networking Entities]]. ...ur override material to be drawn over the model's regular material. If you wanted to replace the regular material completely (even with something partly tran
    9 KB (1,409 words) - 12:06, 14 May 2025
  • ...w on the cross of the radar you'll recognize a blue point besides it. This point represents the team-mate that you can see in the picture shooting at the en * a bunch of new entities and options
    9 KB (1,445 words) - 00:15, 7 January 2024
  • The Brush don't move while the flag is enabled, only the sounds and parented entities works. ..._brush]]. When the ''Life'' of the beam is set higher than 1, the starting point and "collision" area of the func_brush is never updated between map compile
    27 KB (4,265 words) - 00:20, 7 January 2024
  • ==Light entities== This is a list of entities that cast physical light in some form or another.
    22 KB (3,792 words) - 10:43, 7 February 2025
  • ...аст вам все необходимое, чтобы достаточно легко добавить точечные объекты (entities) для поддержки AVI-материалов на вашу карт� ...ми (те самые entity). Пожалуйста, ознакомьтесь со статьями {{L|Networking entities}} для получения дополнительной информаци
    13 KB (1,179 words) - 03:41, 22 August 2024
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