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- The [[Half-Life (Dreamcast) engine branch]] was made by {{gs|4}} in an attempt to port {{hl|4}} (v1.1.x.x/SDK v2.0) to the Dreamcast. It {{Code|Cancelled}}{{hldc|4}}439 bytes (59 words) - 07:38, 1 May 2024
- ...the engine. [[Counter-Strike: Condition Zero engine branch]] uses licenced code and is base off a earlier version of {{cs|4}} (v1.1.x.x/SDK v2.0) adds Deta * {{Code|2004}}{{cscz|4}}2 KB (223 words) - 02:43, 11 May 2025
- {{tabsBar|main=gs|base=dod_round_timer}} The round timer. Automatically created when {{code|cpm_use_timer}} is enabled in {{ent|dod_control_point_master}}.469 bytes (73 words) - 17:29, 22 May 2025
- {{tabsBar|main=gs|base=render modes}} ..., regardless of if they have {{code|{}} textures. {{code|renderamt}} and {{code|rendercolor}} are unused outside of [[func_conveyor (GoldSrc)|scrolling tex1 KB (202 words) - 14:25, 30 April 2025
- [[Counter-Strike (Xbox) engine branch]] was made by {{ri|4}} using licenced code, based on a earlier version of [[Counter-Strike: Condition Zero engine bran * {{Code|2003}}{{csXbox|4}}869 bytes (99 words) - 08:50, 11 June 2024
- {{TabsBar|main=gs|base=soundent}} ...ity will crash the game unless the entity gets created again through the {{code|ent_create}} command or a save gets made then loaded quickly before a crash643 bytes (90 words) - 08:21, 12 May 2025
- {{LanguageBar|title=$body}}{{tabsBar|main=gs|base=$body}} ...to add a [[reference mesh]] to a model. Without at least one <code>$body</code>, {{ent|$bodygroup}}, or {{ent|$model (QC)|alt=$model}}, the model will be1 KB (153 words) - 21:09, 16 July 2025
- {{tabsBar|main=gs|base=$cd}} ...lative path on the file system. For the path where the QC script is, use {{code|"."}}607 bytes (96 words) - 21:14, 16 July 2025
- {{tabsBar|main=gs|base=$scale}} {{note|{{Code|style=3|$scale}} only affects model files that come after it in the QC. Spe3 KB (414 words) - 17:46, 3 August 2025
- {{TabsBar|main=gs|base=Infodecal}} {{important|{{code|infodecal}} ''must'' use {{file|decals|wad}}, and only work on brush textur774 bytes (122 words) - 10:04, 9 September 2024
- {{tabsBar|main=gs|base=$cbox}} ...[coordinates]] of the clipping bounding box are all zero, <code>[[$bbox]]</code> is used instead.754 bytes (126 words) - 21:16, 16 July 2025
- {{TabsBar|main=gs|base=multisource}} ...ce-sdk-2013/pull/1250 GitHub PR].}}|tested=l4d2 and checked sdk2013 source code}}3 KB (446 words) - 13:39, 29 May 2025
- {{TabsBar|main=gs|base=info_player_coop}} {{Notice|This entity is also present in {{Source|2}}'s code outside ''Synergy,'' but unused.}}1 KB (164 words) - 08:20, 12 May 2025
- {{note|To enables Rudimentary Shadows {{code|r_shadows}} must be set to {{code|1}}}} {{Gs-branch-navbox}}1 KB (187 words) - 21:53, 9 May 2024
- {{TabsBar|main=gs|base=Cycler}} ...bly works as well if you want skin and bodygroup selection, but requires {{code|zhlt_usemodel}} to call a {{mono|cycler}} to [[precaching assets (GoldSrc)|1 KB (193 words) - 12:18, 19 May 2025
- ...rsion, specifically the {{parbranch|4}}{{ref|1}} and using some {{sohl|4}} code. {{branch|[[Paranoia engine branch|Paranoia]]}} * {{Code|2013}} {{cof|4}}2 KB (256 words) - 00:29, 27 May 2025
- {{tabsBar|main=gs|base=$controller}} ...nel to manually set a single axis position or angle on a bone through game code. Not recommended for use, as this functionality was succeeded by [[$posepar2 KB (297 words) - 21:27, 16 July 2025
- {{tabsBar|main=gs|base=render effects}} Choices available for Render FX ({{code|renderfx}}) keyvalue5 KB (754 words) - 21:16, 7 July 2025
- {{TabsBar|main=gs|base=func_train}} ...not affected by the turning inaccuracy issues that <code>func_tracktrain</code> is, making it a good alternative for fast-moving objects.}}3 KB (452 words) - 22:25, 3 May 2025
- {{tabsBar|main=gs|base=dod_control_point_master}} ...arget|bomb targets]] are not reset.<br>This is fired automatically by game code at the start of each round, so it generally doesn't need to be used manuall2 KB (301 words) - 15:58, 3 June 2025