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  • : Garry's Mod is based on {{src13}}, but has several key modifications including overall Source's movement hierarchy system is used to attach different entities to one another, but the same logic can be used to understand how Skeletal b
    15 KB (2,224 words) - 11:40, 28 April 2025
  • ...Can conflict with other scripts. {{note|This script is executed before any entities exist so it needs to be delayed most of the time.}} ] script DeepPrintTable( getroottable().Entities.getclass() )
    15 KB (2,161 words) - 21:02, 12 April 2025
  • ...Projected texture.jpg|thumb|Projecting a colorful [[texture]] in [[Garry's Mod]].]] .... 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
    16 KB (2,360 words) - 10:20, 18 August 2025
  • {{bug|hidetested=1|[[Non-FGD features|Non-FGD]] brush entities will not be recognized by Propper++.}} ...baked in. A useful application of this is to quickly scale [[prop_static]] entities in games that don't support it, without the old tedious way of decompiling
    25 KB (3,976 words) - 07:06, 29 August 2025
  • ...ew features (introduced with {{hl2|1}} Steam Deck and Anniversary Update), mod and tools built on older SDK 2013 SP code are still compatible, however, mo ...ot using a base mod such as {{mapbase|3.1}} and not making a single-player mod that does not modify game code.<br>
    22 KB (3,201 words) - 05:35, 10 September 2025
  • :I second this. It would make mod making a million times easier. --[[User:Fattredd|Fattredd]] 01:26, 18 Novem ...tiple point_camera and info_camera_link entities to separate func_montitor entities. As in camera_1 outputs to monitor_1, camera_2 outputs to monitor_2, etc..
    63 KB (10,575 words) - 21:38, 31 January 2025
  • | {{game link|Garry's Mod}} | <code>CONTENTS_MOVEABLE</code> || 0x4000 || hits entities which are <code>MOVETYPE_PUSH</code> (doors, plats, etc.)
    84 KB (9,318 words) - 17:22, 1 March 2025
  • I guess this is source engine issue. But fixing of it is important for my mod, because I use a dynamically allocated fire with light (by flame thrower). ===Is it possible to have ragdolls clip against movable brush entities?===
    109 KB (18,880 words) - 00:14, 7 January 2024
  • *'''Be specific''' and clear as possible (eg: which tool / game / mod you're working with and what it is you aim to accomplish). ...see it. I have also deleted the func_respawnroom and info_player_teamspawn entities and started over with no difference. Here's the specifics:
    107 KB (18,339 words) - 15:05, 28 June 2011
  • {{LanguageBar|title={{mono|halflife2.fgd}} (Garry's Mod)}} ...niversary]] versions of Half-Life 2, but features not available in Garry's Mod (e.g. [[radial fog]]) have been commented out.
    201 KB (26,105 words) - 22:32, 10 August 2025
  • ...re a way I can say use HL2SP resources as well? Would copying them into my mod directory be enough? Unfortunately I get no useful debug from the crash. An ...d, so it's not that; also, when I replace it with a .wav file from another mod (to test), it loops fine. The format is stereo 32-bit float, 22050Hz (iden
    209 KB (34,960 words) - 03:00, 7 January 2024
  • {{LanguageBar|title={{mono|base.fgd}} (Garry's Mod)}} // All CBaseAnimating entities
    367 KB (50,518 words) - 22:39, 10 August 2025
  • ...0 || , "sv", "cheat" || NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it' ...|| , "cheat", "cl" || Set how many seconds the client will extrapolate entities for.
    389 KB (34,840 words) - 02:53, 8 May 2025