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- {{lang|Perfect Dark Source: info player start|title=Perfect Dark Source: <code>info_player_start</code>}} ==Descripción de la entidad==2 KB (329 words) - 07:08, 11 July 2024
- {{LanguageBar |title = Adicionando pontos de entidades}} ...tos que têm comportamentos e com os quais você pode (geralmente) interagir de alguma forma.4 KB (664 words) - 19:20, 8 September 2024
- From: <code>\common\Dark Messiah Might and Magic Multi-Player\cfg\MightAndMagic.fgd</code> 4 : "Capture Once" : 0 // once captured by the other team, this spawn point becomes not capturable5 KB (671 words) - 10:07, 21 January 2024
- {{back|Creating a Classic Counter-Strike Map/de#Kartenanforderungen}} {{main:de|func_bomb_target}}3 KB (351 words) - 03:11, 22 August 2024
- ...con una textura <code>tools/toolsskybox</code>. Si hubiera cualquier tipo de hueco o conexión con el vacío del mapa se producirá un '''error visual'' ...ía, por el que se ve el vacío. Este generará un mensaje indicando el error de fuga al compilar:13 KB (2,259 words) - 00:26, 25 October 2024
- ...cla entre sonidos ejecutados aleatoriamente y en bucle, con la posibilidad de ser emitidos desde uno u ocho ubicaciones asignables. ...ecific {{LCategory|player spawn entities}} you have, else the players will spawn without loading any soundscape until they trigger a Soundscape.}}19 KB (2,809 words) - 03:29, 22 August 2024
- ...débouchant sur le vide. Ceci provoquera une message d'erreur de fuite lors de la compilation. Lors de la compilation d'une carte comme celle-ci, avec une ouverture sur le vide,16 KB (2,704 words) - 02:59, 27 August 2025
- {{LanguageBar|title = Source SDK Notas de publicación}} * Mejoras en la conducta de los NPCs.13 KB (2,106 words) - 11:12, 12 July 2024
- {{lang|title=Introducción al Diseño de Nivel/Tú Primer Nivel (Portal 2)|Level Design Introduction (Portal 2)/Your .... Los Brushes son usados mayormente para la creación de largas superficies de niveles, tanto como techos y suelos. Nosotros ahora crearemos un cuarto sim25 KB (4,184 words) - 03:23, 22 August 2024
- | Increments of player yaw | Bot uses usercmd of player by index.37 KB (6,119 words) - 03:46, 27 February 2024
- ...o para definir todas as {{L|entities|entidades}} de um jogo para um editor de mapas, permitindo que os mapeadores possam selecionar a partir do editor e ...ta). Devido a questões de marca registrada, entretanto, o nome Forge não pôde ser usado na versão final do Hammer. Mesmo assim, a extensão do arquivo p43 KB (6,392 words) - 07:21, 20 May 2025
- ...only allow one projected texture to cast shadows at a time - including the player's flashlight. To surmount this, shadow casting can be disabled on each enti ...|It is generally advised to manage the states of your env_projectedtexture entities by turning them on and off with triggers. It is also possible to use distan20 KB (2,662 words) - 09:03, 19 August 2025
- *'''We have released an update for the Single Player piece of the Source SDK. Changes in this update are:''' *L'éditeur de particules, l'éditeur de matériel, et l'éditeur de commentaires sont maintenant inclus dans Source SDK33 KB (5,060 words) - 23:43, 22 March 2025
- {{LanguageBar|title = Lista de funciones de scripts de TF2}} {{sq}} Esta lista contiene clases, funcoines y variables de Squirrel relacionadas con el motor, disponible para {{L|VScript}} en {{Team138 KB (18,284 words) - 14:53, 27 August 2024
- ...tiple point_camera and info_camera_link entities to separate func_montitor entities. As in camera_1 outputs to monitor_1, camera_2 outputs to monitor_2, etc.. *You kinda CAN do this, its just sort of hacky. De-maximize Hammer, stretch it across both monitors, and then create individua63 KB (10,575 words) - 21:38, 31 January 2025
- // Excluded entities. These are entities that are included from lower level fgd files that aren't ...tional or useful in this mod. Excluding them removes them from the list of entities aviable131 KB (17,028 words) - 12:07, 26 March 2025
- ...team score via the filter_activator_team and game_score. At present only a player walking through the trigger adds points. In short, if anything goes through ...he player, goes through a short sequence, and holds out the weapon for the player to take. I know this is possible because Odessa does it in HL2 with the ro209 KB (34,960 words) - 03:00, 7 January 2024
- {{LanguageBar|title=Lista de variables y comandos de consola de TF2}} ...arece una lista de {{L|Developer_Console|variables y comandos de consola}} de {{L|Team Fortress 2}} en orden alfabético.382 KB (36,597 words) - 03:23, 22 August 2024
- // * Removed the following nonfunctional entities: env_rotorwash; info_teleporter_countdown; prop_vehicle_driveable; script_ // * Changed item_ammo_ar2 entities to use proper models422 KB (57,535 words) - 07:54, 19 August 2023
- // define common classes and entities input SpawnItemInContainer(string) : "Spawn selected entity in container."324 KB (37,123 words) - 10:19, 21 January 2024