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- ...entity acts as a simple [[boolean]] value comparator with two inputs. When disabled, this entity will still accept inputs, but not fire outputs! {{KV|Start Disabled|intn=StartDisabled|boolean|If it should start disabled}}1 KB (219 words) - 12:08, 8 July 2025
- {{TabsBar|main=s2|base=logic relay}} ...relay|sprite=1|engine=Source 2}} It acts as a message forwarder and can be disabled to prevent forwarding outputs. Useful as an intermediary between one entity2 KB (356 words) - 11:10, 26 September 2024
- {{TabsBar|main=s2|base=logic relay}} ...ts and Outputs#Outputs|output]]s at once from just one input, or, by being disabled, to break an I/O chain. It can also be very helpful for organization and ke3 KB (465 words) - 13:24, 7 May 2025
- {{entity-kvalue|Start Disabled|Yes| We're going to toggle this when the flashlight goes on and off}} ...Off|fastzombie_look|Disable|0|0|No| The flashlight goes on, the trigger is disabled}}6 KB (958 words) - 22:42, 21 January 2024
- ;4:Display debug output of actbusy logic. ...mations. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate9 KB (1,484 words) - 04:40, 28 April 2024
- ...ed via text overlayed onscreen. It's extremely useful for debugging entity logic problems and AI problems. **Motion Disabled4 KB (690 words) - 09:14, 17 September 2024
- ...he Puzzle maker. You can also use [[BEE2|BEEMOD]] to easily create compact logic gates, or Hammer. For a video tutorial on how to make logic gates, click [http://www.youtube.com/watch?v=EN_-A9ctJlM&list=UUmODAs2zRgZ39 KB (1,647 words) - 12:25, 27 March 2025
- ...ntity. Set its name to <code>stop_tube_plugging</code> and set its ''Start Disabled'' keyvalue to ''Yes''. | Start Disabled || Yes7 KB (1,124 words) - 17:50, 19 April 2025
- ...entity. Set its ''Name'' to <code>timer_clock_minutes</code>, set ''Start Disabled'' to <code>Yes</code> and set its ''Refire Interval'' to <code>1</code>. Ne ...tity and set its ''Name'' to <code>timer_clock_seconds</code>, set ''Start Disabled'' to <code>Yes</code>, and set its ''Refire Interval'' to <code>1</code>. A9 KB (1,352 words) - 07:50, 11 July 2024
- ...entity. Set its ''Name'' to <code>timer_clock_minutes</code>, set ''Start Disabled'' to <code>Yes</code> and set its ''Refire Interval'' to <code>1</code>. Ne ...tity and set its ''Name'' to <code>timer_clock_seconds</code>, set ''Start Disabled'' to <code>Yes</code>, and set its ''Refire Interval'' to <code>1</code>. A9 KB (1,402 words) - 08:28, 8 January 2024
- # Achievement tracking is disabled # Team and class switching menus will be disabled, however <code>join_class</code> and <code>autoteam</code> will still work6 KB (866 words) - 11:43, 8 May 2025
- ...'' property, add {{ent|prop_dynamic}} with disabled collision and add some logic for the idle and jump animations.}}2 KB (345 words) - 11:04, 25 June 2025
- :*''Flags: Motion Disabled'' ...best for the horizontal supports and all of these are flagged with motion disabled so we can enable motion later to make them fall, which is why the gibs are8 KB (1,403 words) - 07:27, 15 April 2024
- ...alue|Entity to Measure|dynamic01_env_spark|Tie the env_spark entity to the logic entity to measure the movement of the parented prop.}} ...alue|Measure Reference|dynamic01_move_rope|Tie the move_rope entity to the logic entity as a measure refence.}}7 KB (1,045 words) - 13:42, 8 January 2024
- ===Step 3: Creating the Logic Relays=== ...our sequential auto portals work, we will be employing the use of several logic and math entities. The one we will begin with is [[logic_relay]].15 KB (2,230 words) - 11:13, 6 April 2025
- ...et it's particle effect name to <code>warp_explosion1</code>. And '''Start Disabled''' flag to to Yes. *Start Disabled: No4 KB (682 words) - 00:19, 7 January 2024
- {{cleanup|Logic isn't fully clear at times. If possible, the article should be simplified f |Logic Branch 01 || ''F1_Branch_Button_&i''71 KB (9,227 words) - 00:22, 7 January 2024
- ...des variant map appearance, path arrangement, item placement, or any other logic. Let's look at how gamemode logic can be used to add scavenge in an existing map, in this case one from the D6 KB (1,091 words) - 06:30, 13 July 2024
- === Logic Entities === ...a [[logic_relay]]. Name it something like "elev_dooropen_1" and set start disabled to "Yes". Now add these outputs:11 KB (1,806 words) - 07:13, 20 May 2025
- *Start Disabled: Should the port start disabled? If the port is disabled, it will unusable in-game. If the puzzle should start usable, don't check t ...up the actual path entities. This entity handles all of the actual entity logic work. You'll need one [[info_hlvr_toner_path]] per path in your puzzle, eac9 KB (1,525 words) - 22:38, 8 February 2025