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- ** Allows level designer to hook up I/O between entities to control AI within the game ...gine limits''' - Valve has increased engine limitations, allowing for more entities and detailed maps.20 KB (2,974 words) - 16:36, 31 July 2025
- ...}}), It can also partially help with derivatives of this engine ({{xash}}{{paranoia}}{{p2s}}{{csxbox}}{{hlps2}}{{nightfire}}), as the porting actions in them a ...s dialog box will only display the VisGroup tab. Information on individual entities can be found in the entity list. These brushes can be converted to [[func_d79 KB (12,042 words) - 18:23, 10 July 2025
- From: Prototype {{paranoia|4}} Episode 2 SDK {{codeblock|src=paranoia.fgd|lang=fgd|<nowiki>180 KB (22,715 words) - 00:18, 31 July 2023
- From: {{paranoia|4}} SDK {{codeblock|src=paranoia.fgd|lang=fgd|<nowiki>180 KB (22,720 words) - 12:59, 29 July 2023
- From: Prototype {{paranoia|4}} Episode 1 SDK {{codeblock|src=paranoia.fgd|lang=fgd|<nowiki>178 KB (22,473 words) - 00:18, 31 July 2023
- // Hal-Life: Paranoia definition file (.fgd) based on SoHL fgd // entities manually. To trigger an entity named "mydoor", you can simply186 KB (23,286 words) - 01:51, 26 August 2023
- // Hal-Life: Paranoia definition file (.fgd) based on SoHL fgd // entities manually. To trigger an entity named "mydoor", you can simply181 KB (22,762 words) - 09:33, 20 February 2024