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  • ...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
  • ...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 (1,921 words) - 21:22, 7 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
  • .... 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
  • {{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 (12,816 words) - 13:30, 2 September 2025