Search results
Jump to navigation
Jump to search
Page title matches
- [[Category:Entities by game]]__NOTOC__[[Category:Entity lists]] {{insurgency}} This is a list of all {{insurgency|3}} entities that can be placed through {{hammer|4}}.8 KB (1,070 words) - 23:03, 9 March 2024
Page text matches
- ...s is a|brush entity|name=func_teamblocker|game=Day of Defeat: Source|game1=Insurgency|game2=Day of Infamy}} ...]] file, can have its team value changed with an input, and is [[Preserved entities|reset]] between rounds.2 KB (260 words) - 09:42, 5 May 2025
- * {{insurgency}} [[Base.fgd/Insurgency|Insurgency]] *[[List of Entities]]2 KB (246 words) - 20:14, 14 June 2025
- {{bug|hidetested=1|{{insurgency}}{{doi}} 此实体存在问题,通常会导致游戏崩溃。如果在{{insurgency}}中将游戏模式设为训练,则可正常运作。}} {{fl|1|Don't remove template entities|阻止自动删除模板实体。}}5 KB (274 words) - 01:17, 30 June 2025
- ...e them via map script. The process of creating these is the same for both Insurgency and Day of Infamy. This article will assume you already have knowledge map ...a [[ins_spawnzone]] brush entity and one or more [[ins_spawnpoint]] point entities. [[ins_spawnpoint]]s must be placed at least 8 units away from surfaces ne4 KB (661 words) - 18:18, 22 December 2020
- [[Category:Entities by game]]__NOTOC__[[Category:Entity lists]] {{insurgency}} This is a list of all {{insurgency|3}} entities that can be placed through {{hammer|4}}.8 KB (1,070 words) - 23:03, 9 March 2024
- ...nd multiple times. When activated (<tt>ForceSpawn</tt>), it will spawn the entities in the template at the same positions, relative to itself, that they had wh ...pawn</tt> output when spawned. This behavior can be used to make templated entities do things when they spawn.}}6 KB (927 words) - 21:16, 28 May 2025
- It spawns one or more [[entity|entities]] at the location of the player. Used in multiplayer games to automatically ...code>Use</code> activation method. This makes it only able to be used with entities activated by the player (i.e. the player is the <code>!activator</code> of4 KB (581 words) - 05:18, 29 April 2025
- : The engine now supports more entities, more models and more displacements. * {{Code|2014}}{{Insurgency|4}} (早期版本)5 KB (307 words) - 10:59, 2 September 2024
- {{note|This entity is missing from {{csgo}}{{insurgency}}{{l4d2}}{{css}} FGDs. {{l4d2}} uses [[point_viewcontrol_survivor]] for eac [[Category:Entities]][[Category:Camera]]2 KB (396 words) - 11:12, 21 April 2025
- From: <code>\common\insurgency2\bin\insurgency.fgd</code> // Insurgency game definition file (.fgd)22 KB (2,405 words) - 10:05, 21 January 2024
- * In {{insurgency}}, shadows will be very faint if the map hasn't been compiled with [[HDR]]. * In {{insurgency}}, [[Naming Lights|Lightstyles]] will break when this entity exists.|hidete12 KB (1,817 words) - 15:32, 12 July 2025
- : The engine now supports more entities, more models and more displacements. * {{Code|2014}}{{Insurgency|4}} (earlier version)9 KB (1,271 words) - 06:06, 26 July 2025
- {{Bug|In {{insurgency}}{{doi}}, if "Batch displacement rendering" is checked in Hammer's general ...r attached to an entity, meaning you cannot set displacements as {{L|brush entities}}, such as {{L|func_breakable}}, {{L|func_detail}}, or {{L|func_brush}}. Do17 KB (2,653 words) - 17:09, 12 July 2024
- * In {{insurgency}}{{doi}}, if "Batch displacement rendering" is checked in Hammer's general ...ver attached to an entity, meaning you cannot set displacements as [[brush entities]], such as [[func_breakable]], [[func_detail]], or [[func_brush]]. Doing so18 KB (2,789 words) - 06:19, 25 May 2025
- [[File:Ep2 jalopy.jpg|thumb|200px|Water [[#Reflection|reflecting]] entities in real-time in [[Episode Two]].]] ...rendering through their video options, so always place {{ent|env_cubemap}} entities throughout a map.19 KB (2,918 words) - 10:28, 27 August 2025
- == Varied entities == ...sition: sticky;top:0px" | {{gmod}} !! style="position: sticky;top:0px" | {{insurgency}} !! style="position: sticky;top:0px" | {{nmrih}}56 KB (5,974 words) - 18:32, 29 May 2025
- ...ntities are displayed accurately in Hammer, with detail objects inside the entities' volume not being drawn | {{insurgency|4}}<br>{{doi|4}}|| {{csgobranch|1}} || {{No}} ||11 KB (1,614 words) - 22:30, 11 June 2025
- Outside {{p2|2}}, they are supported in: {{csgo}} {{dota2}} {{doi}} {{insurgency}} | Indicates wav should use HRTF spatialization for all entities (including owners).18 KB (2,660 words) - 12:59, 8 May 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 | {{insurgency|4}} (commercial release)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 | {{insurgency|4}} (commercial release)85 KB (12,816 words) - 13:30, 2 September 2025