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- ...luding [[internal entities]]), and also lists how large in bytes are those entities. Can be used to keep track if an entity has been changed in a game update. {{/Counter-Strike: Source}}2 KB (206 words) - 06:28, 25 May 2025
- {{Source topicon}} {{TabsBar|main=gs2|base=Entity}}3 KB (177 words) - 02:20, 27 June 2025
- {{LanguageBar}} {{Source topicon}} {{TabsBar|main=gs2|base=Entity}}4 KB (514 words) - 09:32, 22 April 2025
- {{LanguageBar}} {{Source topicon}} {{TabsBar|main=gs2|base=Entity}}5 KB (723 words) - 06:35, 25 May 2025
- {{LanguageBar}} {{Source topicon}} {{TabsBar|main=gs2|base=Entity}}4 KB (615 words) - 05:09, 24 April 2025
- '''trigger_portal''' is an [[brush entity]] in the Source base code. It moves touched entity to a target location, changing the model's or ...ble in any Valve game, though it has been re-enabled in {{game link|Portal 2: Community Edition}}. Other mods using custom binaries can enable the entit2 KB (319 words) - 07:17, 20 May 2025
- {{Source topicon}} {{TabsBar|main=gs2|base=Entity}}5 KB (219 words) - 04:36, 24 May 2025
- {{Source topicon}} {{TabsBar|main=gs2|base=Entity}}6 KB (952 words) - 11:04, 28 May 2025
- {{LanguageBar|title=Объект мира}} {{Source topicon}} {{TabsBar|main=gs2|base=Entity}}8 KB (300 words) - 05:27, 24 May 2025
- {{LanguageBar}} {{Source topicon}} {{TabsBar|main=gs2|base=Entity}}5 KB (753 words) - 09:35, 25 May 2025
- While it was only used during the cutscene in Half-Life 2: Episode Two where Alyx is revived, it is pretty versatile due to its amoun ...ffect_target]] entities. When your model gets close to the sphere of these entities, the flesh will start to appear.5 KB (816 words) - 07:14, 20 May 2025
- {{this is a|point entity|internal=1|name=env_cubemap|sprite=1}} Es gibt einen Ort an, für den eine {{L|Cubem {{note|Dies ist ein {{L|Internal_entity|internal entity}}. Wenn die map durch {{L|VBSP}} kompiliert wird, wird dieses Entity6 KB (848 words) - 03:57, 2 March 2025
- {{TabsBar|main=gs|base=env_global}} ...scannon|gravity gun]] should become the super gravity gun in {{Half-Life 2|2}}.10 KB (1,524 words) - 11:32, 16 June 2025
- ...certain entity. (e.g. "{{code|Enable/DisableDraw}}" is irrelevant on logic entities) ...efault, this changes the common {{code|target}} keyvalue on entities. Some entities override SetTarget for their own keyvalues, e.g. {{ent|scripted_sequence}}'10 KB (1,542 words) - 11:08, 21 April 2025
- {{Source topicon}} {{vbsp|4}} is the tool that compiles a raw [[VMF]] file into [[BSP (Source)|Source 1's BSP format]]. It is generally followed by [[VVIS]] and [[VRAD]].13 KB (1,882 words) - 13:54, 5 September 2025
- {{TabsBar|main=s2|base=sky_camera}} {{This is a|semi-internal=1|point entity|name=sky_camera|sprite=1}} It is used to mark the position o6 KB (979 words) - 14:34, 6 September 2025
- {{TabsBar|main=s2|base=Prop_static}} {{toc-right}} {{CD|CStaticProp|base=IClientUnknown|file1=staticpropmgr.cpp}}15 KB (2,325 words) - 08:23, 3 June 2025
- {{tabsBar|main=s2|base=Soundscape}} ...nnot be controlled via inputs, and must instead be addressed via invidiaul entities all pulling from the soundscape. When another soundscape is activated, the26 KB (3,921 words) - 07:24, 20 May 2025
- ...|metadata]]. They have many uses, but the most important is to define what internal information about a class should be stored when the game is saved. |2 byte integer, or [[short]]19 KB (2,875 words) - 13:22, 29 September 2024
- <source lang=php> </source>11 KB (1,420 words) - 07:07, 20 May 2025