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  • ...er-Strike 2|engine=Source 2}} The '''snd_event_alignedbox''' plays a sound event from a point, passes along the min and max positions of its AABB. The point ...ble to use the bounds of its volume to modify variables tied to each sound event. How it interacts with the aabb system is yet to be determined though the [
    4 KB (595 words) - 11:17, 21 April 2025
  • ...t|game=Half-Life: Alyx|engine=Source 2}} The snd_event_point plays a sound event from a point. The point can be this entity or a specified entity's position {{KV|Sound Event Name|string|Name of the sound event to play}}
    3 KB (470 words) - 05:37, 22 June 2025
  • {{I|SetFloatValue|Set the name of the sound event to play.}} {{note|Probably a bad description}} {{I|SetSoundEventGUID|Start the sound event using a snd_event_point and pass its guid output to this.}}
    3 KB (400 words) - 11:17, 21 April 2025
  • {{KV|Game Event Name|intn=eventName|string|Event name (from ModEvents.res) to fire. As of this time, there are no parameters {{I|FireEvent|Fire the event}}
    765 bytes (115 words) - 04:53, 29 April 2025
  • {{KV|Event Name|intn=EventName|string|Name of the event fired}} ...tivatorAsUserID|boolean|Use the input activator as the userid field in the event fired}}
    497 bytes (74 words) - 12:09, 11 May 2025
  • From: [[Event in Village]] [[Category:Event in Village]]
    6 KB (594 words) - 05:42, 28 July 2025
  • ...is is a|logical entity|name=event_queue_saveload_proxy}} It's used to save event queue into a save file{{confirm}}.
    271 bytes (37 words) - 04:33, 29 April 2025
  • It is an entity that triggers a game event (for example show a hint). {{KV|Event Name|intn=event_name|string|The event to trigger by name from modevents.res}}
    7 KB (1,206 words) - 17:09, 9 February 2025

Page text matches

  • { event 6002 1 "output1a sprites/scanner_dots1" } { event 6002 1 "output1b sprites/scanner_dots2" }
    2 KB (214 words) - 06:48, 28 May 2025
  • {{KV|Event Name|intn=EventName|string|Name of the event fired}} ...tivatorAsUserID|boolean|Use the input activator as the userid field in the event fired}}
    497 bytes (74 words) - 12:09, 11 May 2025
  • {{KV|Game Event Name|intn=eventName|string|Event name (from ModEvents.res) to fire. As of this time, there are no parameters {{I|FireEvent|Fire the event}}
    765 bytes (115 words) - 04:53, 29 April 2025
  • ...It's used to dump event queue to console. All fired I/O are put inside the event queue and are run at the proper time based on specified delay.
    276 bytes (48 words) - 06:32, 26 July 2024
  • {{KV|Event Name|string|The name of the event that you want to listen for.}} ...ls#Tables_and_Script_Scopes|script scope}} of the listener entity when the event is fired.|since=CSGO|also={{tf2}}}}
    1 KB (198 words) - 14:15, 19 April 2025
  • It is then followed by event(s), written in the same way as in [[VCD]] files. {{note|If multiple "event headers" follow eachother whitout being separated by curly brackets, only t
    2 KB (238 words) - 04:21, 27 June 2025
  • == Using a Game Event == In this example we are going to use the game event generated when a Boomer is killed to make the survivors laugh.
    2 KB (336 words) - 10:49, 12 April 2025
  • All event declarations can be found in these files: {{KV|Event Name|string|intn=eventname|The name of the event that you want to listen for.}}
    2 KB (316 words) - 17:27, 28 August 2025
  • ...can then be acted upon by game systems other than the one that caused the event. ...ended with the event you want to react to it will get called when the game event occurs.
    2 KB (276 words) - 10:06, 12 April 2025
  • ...e" on the server & client. A good example is <code>player_death</code>. An event that is fired when a player dies. ...|AddListener()}} to add an instance of {{mono|IGameEventListener2}} to the event, for more information see [[Networking Events & Messages]].
    3 KB (357 words) - 14:05, 18 June 2025
  • ...ified in this manner will be created every time the entity fires that anim event. So if you really want a single particle effect that keeps pumping out part The anim event is '''AE_CL_CREATE_PARTICLE_EFFECT'''. It takes a string parameter that con
    3 KB (437 words) - 07:16, 29 September 2023
  • ...erver-to-client and client-to-server. You do not have to pre-register your event or the type of data it uses. Lua tables on the server will automatically be ...x of the source of the message (player entity for the client that sent the event.)
    2 KB (274 words) - 18:34, 15 May 2020
  • ! Event ! Panel Event
    5 KB (738 words) - 22:44, 21 January 2024
  • ...t|game=Half-Life: Alyx|engine=Source 2}} The snd_event_point plays a sound event from a point. The point can be this entity or a specified entity's position {{KV|Sound Event Name|string|Name of the sound event to play}}
    3 KB (470 words) - 05:37, 22 June 2025
  • {{I|ChangeBotAttributes|All bots with matching event name will apply the attribute changes.|param=string}} {{I|ChangeDefaultEventAttributes|Change default event name to spawn bots. The default name is Default.|param=string}}
    606 bytes (83 words) - 07:51, 21 April 2025
  • ...to select. This can be left blank if you are simply trying to play a sound event separate from a soundscape. This name should correspond to an entry in the ...rride soundscape with sound event|intn=overrude|boolean|Allows for a sound event to be played with it's own parameters, rather than a soundscape. If this is
    2 KB (395 words) - 10:53, 21 April 2025
  • ...ter-Strike: Global Offensive}} An entity that can listen to the item_equip event fired from code and fire and output when it happens and the weapon class or All event declarations can be found in these files:
    1 KB (206 words) - 17:43, 28 August 2025
  • ''Register as a listener for a game event from script. ''int'' - a handle for the event/function pair
    956 bytes (119 words) - 13:13, 9 August 2014
  • ...er-Strike 2|engine=Source 2}} The '''snd_event_alignedbox''' plays a sound event from a point, passes along the min and max positions of its AABB. The point ...ble to use the bounds of its volume to modify variables tied to each sound event. How it interacts with the aabb system is yet to be determined though the [
    4 KB (595 words) - 11:17, 21 April 2025
  • ...game_event_proxy 放入您要显示提示的关卡中。要选择您想要显示的提示,请将提示名称复制到“要生成的事件的名称”(Name of the event to generate)框中,并将“范围”(Range)更改为所需的值。� '''''Name of the event to generate:''''' '''''L4D2_Instructor_explain_perimeter1'''''<br>
    3 KB (155 words) - 06:29, 13 July 2024
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