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- {{TabsBar|main=gs|base=Func illusionary}} {{CD|CFuncIllusionary|goldsrc=1}}354 bytes (47 words) - 03:48, 15 September 2024
- {{tabsBar|main=gs2|base=Working ladders}} Ladders in {{goldsrc|2}} are traditionally made using two entities:955 bytes (153 words) - 05:42, 21 November 2025
- {{tabs|func_door|goldsrc = 1|source = 1|main = source}} {{CD|CBaseDoor|base=CBaseToggle|goldsrc=doors.cpp}}977 bytes (147 words) - 08:16, 21 April 2025
- {{tabsBar|main=gs2|base=trigger_teleport}} ...|brush entity|name=trigger_teleport|engine=GoldSrc}} This entity teleports entities that touch its volume.947 bytes (133 words) - 13:15, 29 April 2025
- {{TabsBar|main=gs2|base=Entity}} ...} as having characteristics which differentiate it from "the [[worldspawn (GoldSrc)|world]]" (world brushes).4 KB (615 words) - 04:09, 24 April 2025
- {{TabsBar|main=gs|base=trigger_changelevel}} {{this is a|brush entity|name=trigger_changelevel|engine=GoldSrc}}727 bytes (118 words) - 18:52, 14 May 2025
- {{tabs|func_door_rotating|goldsrc = 1|source = 1|main = source}} {{CD|CRotDoor|base=CBaseDoor|goldsrc=doors.cpp}}943 bytes (144 words) - 09:38, 2 May 2025
- {{tabsBar|main=gs2|base=trigger_hurt}} {{CD|CTriggerHurt|goldsrc=1}}1 KB (138 words) - 17:30, 30 April 2025
- {{tabsBar|main=s2|base=func_brush}} {{this is a|brush entity|name=func_brush}} It's a generic brush entity with various features.3 KB (473 words) - 06:46, 4 May 2025
- ...ed entity identical to env_soundscape, but for use in conjunction with the brush entity {{ent|trigger_soundscape}}. {{tip|In some games such as {{tf2|2}}, soundscape entities cannot be "seen" through water, in which case a [[env_soundscape_triggerabl2 KB (358 words) - 15:00, 26 November 2025
- {{goldsrc topicon}} .... Some prefixes also affect [[BSP_flags_(Quake_and_GoldSrc)#Contents_types|brush contents]]; mixing contents will result in compile errors.5 KB (776 words) - 12:23, 15 November 2025
- {{distinguish|trigger_cdaudio|desc1=the brush entity}} {{this is a|point entity|engine=GoldSrc|name=target_cdaudio}}3 KB (429 words) - 07:06, 29 April 2025
- {{tabs|trigger cdaudio|goldsrc = 1|source = 1|main = goldsrc}} {{this is a|brush entity|engine=GoldSrc|name=trigger_cdaudio|sprite=ambient generic.png}}3 KB (441 words) - 10:56, 15 March 2025
- ...s NOT use info_player_start or info_player_deathmatch, so do not put these entities in your map // trigger_teampush: Brush Entity4 KB (636 words) - 00:53, 11 September 2024
- {{tabs|Func button|goldsrc=1|source=1|source2=1|main=source}} input Disable(void) : "Disable the button, preventing entities from finding the button (removes all capabilities of the button)"4 KB (530 words) - 07:20, 20 May 2025
- {{TabsBar|main=gs|base=ObjectCaps}} ...ied using entity's ObjectCaps method and determine certain capabilities of entities like +USE behaviour, save/restore, level transition.6 KB (943 words) - 15:29, 1 June 2025
- {{TabsBar|main=gs|base=Infodecal}} ...owever, overlays cannot be applied dynamically, nor can they be applied to entities.4 KB (575 words) - 08:10, 9 November 2025
- ...4.1}}, {{idtech2|4.1}}, {{idtech3|4.1}}, and {{idtech4|4.1}}, which stores entities and level geometry in a format which can be understood by the map compilers ...[[entities]], each of which is optionally capable of storing one or more [[brush]]es, {{only|{{idtech3}}{{idtech4}}}} [[#Patch meshes|patch meshes]], and {{13 KB (1,861 words) - 10:54, 27 October 2025
- ...ill allow bullets to be shot through the brush, while still preventing the brush from being walked through.}} | An invisible brush face if attached to {{Ent|func_wall}} or similar brush entity with rendermode solid. {{warning|Faces using this texture are still23 KB (3,423 words) - 07:06, 16 November 2025
- The multiplayer portion of Quake was remade for GoldSrc in 2001 by Valve as {{Deathmatch Classic|2}}. ...s) has been replaced with Meshes (and [[mesh entity]]) for geometry. Early GoldSrc multiplayer was based off the QuakeWorld multiplayer code (until 2001, when10 KB (1,397 words) - 11:59, 7 November 2025