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  • {{back | INFRA Level Creation}} {{DISPLAYTITLE: INFRA - List of Entities}}
    1 KB (161 words) - 22:21, 14 March 2024

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  • {{INFRA}} This article focuses on [[INFRA]] Level Design. For general mapping tutorials, see [[:Category:Level Design == INFRA Level Creation ==
    458 bytes (55 words) - 09:47, 18 August 2024
  • {{INFRA}} Ovaj se članak fokusira na dizajn razine {{L|INFRA}}. Za opće upute za mapiranje, pogledajte {{LCategory|Level Design|Dizajn == Stvaranje razine INFRA ==
    561 bytes (76 words) - 09:46, 18 August 2024
  • {{INFRA}} 本条目是针对的是{{L|INFRA|基建危机}}关卡设计。一般的地图设计请参考{{LCategory|Leve * {{L|List of INFRA Entities|基建危机实体列表}}
    624 bytes (41 words) - 08:36, 25 June 2025
  • {{back | INFRA Level Creation}} {{DISPLAYTITLE: INFRA - List of Entities}}
    1 KB (161 words) - 22:21, 14 March 2024
  • |title = INFRA |links = [https://store.steampowered.com/app/251110/INFRA/ Steam]
    1 KB (190 words) - 07:29, 12 July 2024
  • ...postcompiler is also included, adding support for several custom internal entities along with other useful features. ...[FGD]]s, with rearranged base classes better matching the engine's layout, entities and keyvalues that are normally missing, additional helpers, and various ot
    4 KB (663 words) - 11:26, 14 May 2025
  • ...he "Damage Inflicted When Blocked" keyvalue in {{game link|INFRA}}.}}|only=INFRA}} ...play an animation. The parameter should be the name of the animation.|only=INFRA}}
    12 KB (1,971 words) - 10:05, 18 August 2025
  • .... env_Projectedtexture does not light the world similarly that other light entities which are ray-traced when you compile the map. This light however is real-t {{expand|title=Third-Party keyvalues {{Mapbase}}{{gmod}}{{infra}}{{strata}}|
    16 KB (2,360 words) - 10:20, 18 August 2025
  • ...an also help you determine if these entities are set up properly if ladder entities are colliding with solid world geometry or the prop model of the ladder its :''Used in:'' {{INFRA|4}}, {{CSGO|4}}
    14 KB (1,918 words) - 06:55, 11 September 2025
  • The <tt>func_useableladder</tt> entity can be divided into two sub-entities: a starting point and an ending point (''see Fig. 1a''). Their positions ca ...mpile your map and test them. If you wish, you can also display the ladder entities in-game along with some debug information by opening the console and typing
    15 KB (2,485 words) - 17:43, 18 July 2025
  • {{Note|Next to tool textures, there are also brush entities, which can perform tasks similar to tool textures. | {{Infra}} Functionally the same to Player Clip, but allows for steeper angles when
    25 KB (3,294 words) - 03:56, 23 April 2025
  • ...operties of all brush-based, model (prop) based, and non-visible (logical) entities in the map; and the BSP tree and visibility table used to locate the player | {{infra|4}}
    79 KB (12,045 words) - 17:20, 1 March 2025
  • ...operties of all brush-based, model (prop) based, and non-visible (logical) entities in the map; and the BSP tree and visibility table used to locate the player | {{infra|4}}
    85 KB (12,824 words) - 19:30, 13 September 2025