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  • |title=Создание собственного голоса AI |en=Creating a Portal AI Voice
    5 KB (159 words) - 08:41, 18 April 2018
  • {{base point:ru|ai_speechfilter}} {{KV Targetname:ru}}
    2 KB (63 words) - 19:38, 2 September 2014
  • ...ject(s) (субъекты) будут менять характер. {{tip:ru|Для игрока используйте <code>!player</code>.}}}} ...вующие энтити, которые спаунятся. }} {{warning:ru|Может случиться непредсказуемый результ
    5 KB (131 words) - 07:31, 19 May 2018
  • |en = Introduction to AI {{finishtranslation:ru}}
    3 KB (278 words) - 09:57, 12 May 2018
  • |en=Introduction to AI |de=Introduction to AI:de
    5 KB (62 words) - 19:05, 30 January 2019

Page text matches

  • {{stub:ru}} ...ть английское слово. <br />[[Talk:Translation_Dictionary:ru | Надо бы обсудить это]]
    2 KB (75 words) - 20:14, 17 October 2014
  • |ru=Model_Creation_Overview:ru ...ects like glow sprites or smoke, what animations correspond to the various AI activities, and when certain sounds should be played.
    18 KB (3,081 words) - 01:35, 18 April 2016
  • |ru=Введение в AI:ru |de=Introduction to AI:de
    3 KB (424 words) - 19:04, 30 January 2019
  • |ru=Physics_Entities_on_Server_&_Client:ru ;<code>AIWalkable</code>:Override whether AI should consider this prop as walkable on.
    9 KB (1,414 words) - 08:50, 22 May 2016
  • |ru=SourceTV:ru ...in any way. The camera view in SourceTV is controlled by an auto-director AI or a human camera man. The broadcast is usually delayed by a certain amount
    13 KB (1,998 words) - 21:11, 31 May 2018
  • |ru=List of TF2 console commands and variables:ru ..._height_epsilon : cmd : : Set how high AI bumps up ground walkers when checking steps
    383 KB (36,678 words) - 22:37, 24 June 2020
  • |ru=List_of_entities:ru == AI entities ==
    12 KB (1,143 words) - 17:46, 8 June 2020
  • |ru=NPC:ru ...''on-'''P'''layer '''C'''haracter. This is an [[entity]] with some form of AI that may be able to move around the map, attack with weapons, etc., that is
    460 bytes (71 words) - 04:34, 3 May 2012
  • {{otherlang2|ru=npc_alyx:ru}} : Allow Alyx's 'hacking' AI to run.
    2 KB (349 words) - 18:25, 29 March 2019
  • |ru=Npc_dog:ru Dog does not have any battle AI, and therefore will simply run away when faced with enemies. All of Dog's b
    2 KB (246 words) - 16:10, 7 July 2018
  • {{otherlang2|ru=npc_citizen:ru}} ...entity I/O. Only use this if you're sure you want to override the default AI.
    10 KB (1,486 words) - 08:30, 3 April 2020
  • |ru=Npc_manhack:ru {{hl2 point|npc_manhack}} Essentially a physics prop with AI. This is the entity that represents [[manhacks]] ingame. Can be carried and
    1 KB (194 words) - 22:17, 16 July 2018
  • |ru=Npc_combine_s:ru Their AI uses Blitzkrieg-style tactics. They will advance rapidly to flank, throw gr
    4 KB (647 words) - 19:16, 25 January 2020
  • | ru=Ent_text:ru ...ed onscreen. It's extremely useful for debugging entity logic problems and AI problems.
    4 KB (665 words) - 15:52, 11 February 2020
  • |ru=Npc_rollermine:ru {{IO|TurnOff|Make this rollermine completely inert. Does not run AI and NPCs will ignore it.}}
    3 KB (385 words) - 11:16, 24 February 2019
  • | ru = Goldsource:ru}} '''AI flocking''' - NPCs can group together, seen with Houndeyes
    2 KB (315 words) - 18:23, 25 March 2020
  • |ru=Dimensions:ru *[[AI Metrics]]
    12 KB (1,342 words) - 22:19, 21 May 2020
  • |ru=Building_Mods_with_Valve_Technology:ru * 先进的人工智能 (Advanced AI)
    3 KB (111 words) - 10:58, 1 October 2015
  • |ru=Developer Console:ru | <code>ai_</code> || AI dla gry jednoosobowej
    5 KB (800 words) - 12:52, 17 April 2013
  • |ru=Source:ru * Charaktery AI mogą wpływać na obiekty symulowane fizycznie
    9 KB (1,344 words) - 06:54, 19 May 2020

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