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  • ...e time the 125 milliseconds of cache data is exhausted such that the async I/O never needs to "block" gameplay to finish loading. If the async layer, h ...ase email me at [mailto:yahn@valvesoftware.com yahn@valvesoftware.com] and I'll get it sorted out
    7 KB (1,087 words) - 07:03, 1 March 2025
  • NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, and (depending on AI capabilities) w ...outside PVS. This will even pause enemies pursuing the player. They won't forget their target, though, and continue pursuing once woken up again.
    7 KB (1,091 words) - 01:59, 26 June 2024
  • Don't forget to put the copied functions from hl2_gamerules.cpp between <code>#ifndef CL Don't forget the headers and put all copied functions between <code>#ifndef CLIENT_DLL</
    14 KB (2,200 words) - 17:52, 18 July 2025
  • First of all, don't forget to name your map starting with "zpo_" i.e. "zpo_biotec" ...ng tutorial and use more techniques than are laid out below. Nevertheless I recommend trying to reference the .vmf in the editor if you're ever confuse
    14 KB (2,487 words) - 10:25, 5 January 2024
  • {{note|Making an own script is also an option; but don't forget to pack custom scripts to the map when [[CS:GO Map Publish Tool|publishing] ...round, this will run the <code>EnableWingman</code> function which fires [[I/O]] events to some named entities in our level depending on the current gam
    8 KB (1,288 words) - 07:17, 20 May 2025
  • ...]]s, specifically) in the place of materials in a map. [[user:ndnichols | I]] am using this code for an automated news show, but there are a lot of coo ...roject settings to change. It's all fairly straight-forward, however, and I believe that if you follow these instructions everything should work correc
    11 KB (1,798 words) - 03:56, 12 July 2024
  • for( int i = 0; i < MAX_INVENTORY; i++) if(!m_iInventory.Get(i))
    24 KB (3,006 words) - 08:47, 21 January 2024
  • ...asked other coders how the VGUI2 system interacts with Resource Files, and I have not found any complete reference for using them, so here goes. * Done! You can now access the ImagePanel (don't forget to check for null pointers!)
    12 KB (1,824 words) - 00:52, 24 April 2025
  • ...l entity can be manipulated using the normal {{L|Inputs and Outputs|Source I/O system}}. The code is commented, please see it for implementation detail ...awkward, it definitely may be. Please let [[User:Ndnichols|me]] know, and I'll be happy to update the code.
    13 KB (1,179 words) - 03:41, 22 August 2024
  • ...ticle. The stdshader modules expose a dictionary that maps symbolic shader names to shader objects. This will be used during shader lookups which we'll cove // NEVER FORGET THIS CALL! This is what actually
    23 KB (2,829 words) - 08:04, 11 July 2024
  • ...ticle. The stdshader modules expose a dictionary that maps symbolic shader names to shader objects. This will be used during shader lookups which we'll cove // NEVER FORGET THIS CALL! This is what actually
    23 KB (3,049 words) - 14:38, 30 April 2022
  • ...face|graficzny interfejs użytkownika]]. Wszystkie aplikacje silnika Source i Steam używają VGUI by rysować okna, dialogi oraz menu. VGUI również ob * Architektura obiektów jest hierarchiczna i wszystkie zaimplementowane elementy czerpią od podstawowych klas VGUI.
    26 KB (4,082 words) - 07:26, 6 April 2025
  • "Valve_Center_Player_Names" "Center player names" "C3A1TITLE" "FORGET ABOUT FREEMAN!"
    24 KB (3,201 words) - 18:24, 7 January 2024
  • ...they have basic knowledge on how to create maps and work with entities, [[I/O]], along with a basic knowledge of [[VScript]]. It is not advised to crea ...ntity we connect out VScript to in order to be able to use functions via [[I/O]].
    28 KB (4,450 words) - 05:46, 12 July 2024
  • ** I agree with this. In fact, I recommend that you reorganize the Games/Main window's tabs into News (gener * Add an ETA To all process bars - I.e. updating platform files.
    30 KB (5,115 words) - 18:28, 1 October 2025
  • If you are a bit foggy on the [[I/O]] system, the following section covers the process of implementing HDR th ...work regarding the [[env_tonemap_controller]]. As noted above, the initial I/O logic on map spawn will be achieved with the [[logic_auto]] entity.
    16 KB (2,692 words) - 07:14, 30 April 2025
  • Panel names are color-coded: .... Thus sender and receiver must both know the internal structure (e.g. key names, types and their meaning) of a KeyValues message object to communicate succ
    25 KB (3,817 words) - 23:08, 21 June 2025
  • ...>', '<code>glass</code>' and ''<code>wood</code>' are good examples. These names have no specific meaning to the engine and tools, and are there solely as a ...nical limitations. For both tradition and cooperation with other software, I'd stick with dimensions like those listed above.}}
    30 KB (5,052 words) - 00:20, 7 January 2024
  • * Allowing Inputs/Outputs to be applied on the spawned items. i.e. must allow OnPlayerPickUp and it must triggered when the player picks up ...d to cover the needs of a map then the values wrap around the Weapon Set. (I.e. a set with only 2 slots and a map entity that requires slot 7, after wra
    56 KB (8,147 words) - 09:17, 8 January 2024
  • Next step is creating the most important file, gameinfo.txt. For code i recommend VScode with the source code add-on. Create a text file named ''ga Dont forget to remove the actual "Extras" button!
    21 KB (2,830 words) - 20:43, 11 June 2025
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