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  • ...entity used for [[Vending Machines|vending machines]] to dispense the soda cans ({{ent|prop_soda}} entity). ...the maximum possible skin value. You can also have only one skin for soda cans, just use one and the same value for both properties.}}
    2 KB (285 words) - 08:56, 12 August 2025
  • ...erage|engine=GoldSrc}} This entity dispenses [[item_sodacan (GoldSrc)|soda cans]] when [[use]]d. {{KV|Capacity|intn=health|integer|Number of cans in the dispenser.}}
    1 KB (234 words) - 23:18, 28 May 2025
  • ...d 2}} This volume entity will extinguish "infernos" set from molotovs, gas cans, etc. In other words it is a brush entity that will delete inferno entities
    495 bytes (67 words) - 00:33, 20 March 2025
  • ...ascan}}, this entity is not damageable. It also doesn't absorb dropped gas cans.
    661 bytes (95 words) - 17:26, 20 August 2025
  • ...mple.gif|frame|Rotorwash effect from a Half-Life 2 helicopter pushing away cans.]]
    733 bytes (100 words) - 17:46, 24 November 2024
  • ...e screen as <code><number_of_cans_filled> / <Max></code>. Number of filled cans cannot be decreased using available inputs but it's possible with vscripts.
    3 KB (358 words) - 05:20, 29 April 2025
  • ...y: the beverage vending machine. This entity dispenses [[item_sodacan|soda cans]] when [[+use|used]]. {{KV|Capacity|intn=health|integer|Number of cans in the dispenser. Default 10 (0 is treated as 10).}}
    3 KB (428 words) - 23:18, 28 May 2025
  • # Scavenge gas cans, weapons, and items placed throughout your map == Cans and weapons and items ==
    6 KB (1,006 words) - 06:31, 13 July 2024
  • ...nd at least once a map containing a few tables, vending machines and trash cans.
    2 KB (321 words) - 17:39, 10 September 2024
  • // number of cans needed to escape. EntFire( "progress_display", "SetTotalItems", NumCansNeeded ) //Set number of cans with game_scavenge_progress_display
    24 KB (1,639 words) - 10:39, 21 November 2024
  • ...evel Design/Versus Maps|Versus mode]] scoring depends on the number of gas cans filled during a round. Compared to a [[L4D Level Design/Finale Events Part ...al, the space needs to provide obstacles between the survivors and the gas cans. The obstacle is typically distance/terrain between the nozzle (point_prop_
    24 KB (3,382 words) - 06:30, 13 July 2024
  • ...nd at least once a map containing a few tables, vending machines and trash cans.
    2 KB (370 words) - 14:25, 9 September 2024
  • Add the following entry to the bottom of [[base.fgd]] to place soda cans directly in the map:
    3 KB (359 words) - 04:32, 19 May 2025
  • ...ning. To add variety, leave some mostly intact. Vending machines and trash cans are also found occasionally, namely in communal areas around offices. Consi
    3 KB (441 words) - 19:47, 6 September 2024
  • * '''"paint_supplies"''' - Spawns paint cans and buckets.-
    3 KB (491 words) - 08:56, 21 July 2025
  • *Survivors must collect gas cans and fill up a generator under a time limit. (Similar to Dead Center and The ...ry to stop the Survivors from getting gas cans. The team with the most gas cans poured will win.
    9 KB (1,544 words) - 01:04, 6 January 2024
  • ...e helicopter by powering a spotlight with a steady supply of scavenged gas cans.
    3 KB (468 words) - 09:05, 12 April 2025
  • * {{ent|env_dispenser}} - the dispenser entity that spawns soda cans
    3 KB (428 words) - 08:08, 12 August 2025
  • ...signs (for direction in the mine), rocks, beam clusters, explosive butane cans, barrels, explosive barrels, and cobwebs (Antlion webs) for detail.
    3 KB (550 words) - 04:49, 26 March 2024
  • ...signs (for direction in the mine), rocks, beam clusters, explosive butane cans, barrels, explosive barrels, and cobwebs (Antlion webs) for detail.
    4 KB (582 words) - 15:58, 25 June 2024
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