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- {{this is a|console command|series=Portal|name=startneurotoxins}} ...ter the specified time. It is used in the final fight with [[GLaDOS]] in {{Portal|4}}.592 bytes (88 words) - 18:48, 17 May 2024
- {{this is a|model entity|name=basehlcombatweapon|game=Half-Life 2 series}} It is an invisible, non-functional weapon. Basically a coding template fo {{stray ent|{{portal}} {{portal2}}}}362 bytes (45 words) - 04:30, 19 May 2025
- {{this is a|model entity|name=weapon_portalgun|series=Portal}} ...Aperture Science Handheld Portal Device, the main item used throughout the series. Before being picked up, it can fire portals and is often placed on a [[Cre6 KB (1,063 words) - 12:04, 31 August 2025
- ...entity|name=func_combine_ball_spawner|game=Half-Life 2 series|game1=Portal series}} It's a brush that creates and contains {{ent|prop_combine_ball}}s. See th [[Category:SFX Brush Entities]]3 KB (398 words) - 13:10, 25 September 2024
- * Specify a file containing a list of entities to retexture with the NULL texture. ...ing any can reorder the other entities which frequently breaks brush based entities, especially triggers.9 KB (1,488 words) - 09:22, 4 January 2025
- ...ngle frame when spawned and then sleeping it will fix this issue.|tested={{portal}},{{p2ce}}}} ...{{Portal2|4}} ragdolls cannot pass through portals. This often occurs in {{Portal|4}} as well.|hidetested=1}}7 KB (1,033 words) - 09:48, 28 June 2025
- 在所有的 {{L|Source}} 游戏里 (除了 {{L|Team Fortress 2}} 和 {{L|Portal 2}},这2款游戏没有梯子) a ladder in-game consists of the prop or The func_useableladder entity can be divided into two sub entities: a starting point and an ending point ''(See Fig. 1a)''. Their positions ca11 KB (1,685 words) - 06:30, 12 March 2025
- ; [[Gamepad UI in mods|Gamepad UI]] {{only|{{hl2}} {{portal}} {{ez2}}}} ...ig Picture mode is active.<br>Before {{hl2|1}} 20th Anniversary Update and Portal May 2025 update, enabling Gamepad UI will also enable Vulkan renderer, but22 KB (3,198 words) - 23:52, 31 August 2025
- ...www.youtube.com/watch?v=2nthy9U0HFI Left 4 Dead Mapping Tutorial 24 - Glow Entities] :* [http://www.design3.com/source-engine/level-design/portal-2-mapping-basics Portal 2 Mapping Basics]42 KB (5,496 words) - 01:26, 17 April 2025
- |<code>Entities</code> |Provides access to spawned entities in the server.49 KB (6,625 words) - 08:30, 27 February 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 ...see table below). Note that BSP file formats for other engines (HL1, Quake series, etc.) use entirely different version number ranges.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 ...see table below). Note that BSP file formats for other engines (HL1, Quake series, etc.) use entirely different version number ranges.85 KB (12,816 words) - 13:30, 2 September 2025
- ...ap#Bicubic_lightmaps|Bicubic lightmap filtering]] {{only|{{hl2}} {{hls}} {{portal}} {{tf2branch}}}} - smoothing out the aliasing ("stair-stepping") at the co * [[Func occluder|Occluder entities]] for visibility blocking29 KB (4,129 words) - 10:05, 27 August 2025
- ...s the automatic loading of menu background maps, except in {{hl2|1}} and {{portal|1}} - use <code>-nobackground</code> if you want this. ...-demo''' || Enters the game into demo mode. Only works for Half-Life 2 and Portal45 KB (6,783 words) - 04:09, 1 September 2025
- ...Стоит отметить, что в файловых форматах BSP для других движков (HL1, Quake series, и т.д.) используются совершенно разные ди | {{game link|Portal}}84 KB (9,318 words) - 17:22, 1 March 2025
- |<code>Entities</code> |Provides access to currently spawned entities.138 KB (18,284 words) - 14:53, 27 August 2024
- | <kbd>Entities</kbd> || <kbd>{{↓|CEntities}}</kbd> | Allows searching of currently-spawned entities.139 KB (19,345 words) - 20:51, 26 July 2025
- ...rrupted text with my Radeon HD 4770, apparently it happens with other 4000 series Radeon HDs as well. This is a bug Valve NEEDS to fix, it is nearly impossib ...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
- | <code>Entities</code> | Provides access to currently spawned entities.255 KB (35,430 words) - 03:41, 25 August 2025
- ...gger, however I can't get the right combination of triggers to do the job. Entities could be anything, including monsters and players, but since they don't hav ==="func_buyzone" does not exist in entities.===209 KB (34,960 words) - 03:00, 7 January 2024