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  • This is a complete list of all Source base entities. [[List of base Non-FGD entities]]
    6 KB (646 words) - 10:31, 25 June 2020
  • This is a complete list of all Source base entities. *[[List of entities:de]]
    7 KB (1,225 words) - 21:00, 2 October 2018
  • *[[List of entities:ru|Список сущностей]] * [[List of HL2 entities:ru|Список сущностей из игры HL2]]
    8 KB (1,212 words) - 10:41, 25 June 2020
  • '''base''' [[Category:Entities]]
    4 KB (431 words) - 10:26, 24 May 2020

Page text matches

  • === Source SDK Base === * 'envballs.mdl' Now Included In Source SDK Base [http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=67 Bug
    28 KB (4,341 words) - 23:12, 15 December 2013
  • {{base point|script_intro}} ...sue with understanding this entity is the workflow isn't the same as other entities, in that it's highly time based. You don't just set keys and it works, but
    13 KB (2,115 words) - 10:57, 18 February 2020
  • ...ver attached to an entity, meaning you cannot set displacements as [[brush entities]], such as [[func_breakable]], [[func_detail]], and [[func_brush]]. Doing s ...Once the displacement surface has been created, the brush face used as the base face is ''discarded when the map is compiled''. Additionally, if a brush so
    16 KB (2,475 words) - 20:39, 17 May 2020
  • ...ant to start from an existing level and simply remove or hide geometry and entities that are not needed for the background map. All unnecessary elements should // load the base configuration
    10 KB (1,648 words) - 07:15, 23 December 2016
  • ...e:assault_assaultpoint.png|left]]{{base point|assault_assaultpoint}} These entities form the body of an [[assault]] chain, specifying where the assault should
    5 KB (805 words) - 06:56, 15 September 2018
  • {{base point|path_corner}} * The path_corner entity is {{Not in FGD}} for '''base.fgd''', so it only will appear in Hammer for [[Half-Life 2]]
    3 KB (424 words) - 08:32, 20 April 2020
  • ...ntRenderable]]</code>. The easiest way to access the entity directly is to base your class on <code>CEntityMaterialProxy</code> (in <code>proxyentity.h</co
    9 KB (1,104 words) - 17:17, 27 June 2020
  • [[File:Ep2 jalopy.jpg|thumb|200px|Water [[#Reflection/Refraction|reflecting]] entities in real-time in [[Episode Two]].]] ...rendering through their video options, so always place {{ent|env_cubemap}} entities throughout a map.
    14 KB (2,145 words) - 02:45, 23 April 2020
  • ...he development of Half Life 2 Beta, it's sole difference compared to other entities is that a <code>OnUse</code> output exists. {{note|The brush ''is'' fully solid unlike other trigger [[entities]].}} {{note|Use [[func_button]] instead, it behaves like trigger_brush but
    1 KB (165 words) - 12:17, 8 January 2020
  • # The first stage is creating a base texture and mapping it to your mesh, resulting in a pair of 'temporary' fil -> Cube (or your base object)
    9 KB (1,502 words) - 02:12, 20 July 2020
  • ...kler</code>. This identifier will later help us link the server and client entities together, so that they can communicate.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ...ode>MOVETYPE_NONE</code>. Likewise, because it will not collide with other entities, we set its solid type to <code>SOLID_NONE</code>. We also set its bounding
    16 KB (2,367 words) - 11:24, 13 August 2018
  • ...build on the code and examples in this tutorial later to make more complex entities. ...unction <code>SetSortOrigin()</code> to tell the particle system where its base origin is for sorting.
    17 KB (2,511 words) - 11:24, 13 August 2018
  • ...for example stores a value that can be added to or subtracted from; other entities in the map can modify the data with inputs or receive information from it w ...ase.h</code> provides access to Valve's basic set of commands for creating entities, and every .cpp you write for Source must include it. The letter "c" is a p
    22 KB (3,752 words) - 08:42, 15 March 2019
  • ...model we will be using, then call the underlying precache function of our base class (which in <code>CBaseAnimating</code>'s case serves to load the parti ...code which requires the entity to search or otherwise link itself to other entities is unreliable. Use the <code>[[Activate()]]</code> function instead, which
    15 KB (2,184 words) - 00:41, 17 March 2019
  • ...around the world. We'll also look at the touch function, available to all entities, which we will use to make the entity move when touched. ...example we'll take advantage of some code that's already written for brush entities in <code>[[CBaseTrigger]]</code>. To access it we need a second include: <c
    8 KB (1,330 words) - 02:59, 14 January 2013
  • ...lve to make regular fields on base entities turn into keyfields on derived entities, but it is not known if this creates unnecessary data in save/restore. ...ormation, see uses of <code>CClassPtrSaveRestoreOps</code> within the code base.
    18 KB (2,763 words) - 15:53, 10 December 2019
  • {{base point|info_player_start}} * Master (Has priority if multiple <code>info_player_start</code> entities exist)
    893 bytes (118 words) - 06:07, 18 April 2020
  • {{base point multi|weapon_frag|game1=Half-Life 2|game2=Day of Defeat: Source|game3 [[Category:Half-Life 2 Entities]]
    1 KB (215 words) - 09:25, 21 June 2020
  • {{lang|Networking Entities|title=Networking Entities}} ...only entities) and some objects live only on the client (client-side only entities), but most [[edict_t|cross over]]. The engine's entity networking system ma
    25 KB (3,883 words) - 08:56, 17 December 2019
  • ...not synchronized between clients. This is necessary because moving physics entities generate significant network traffic since they can change their position a ==Adding physics entities==
    9 KB (1,414 words) - 08:50, 22 May 2016

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