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- ...and use them to cover terrain, or create instances at specific locations. Templates can contain both brushes and entities. * '''Scripting system:''' templates can be customized using a small scripting language. This can also be used b5 KB (697 words) - 12:40, 14 July 2024
- ...of an entity page. Find other useful templates at [[Help:Templates#Notice Templates]]. ...le for an entity. Because of this, the wiki uses a mix of [[Help:Templates|templates]] that roughly follow the engine's class hierarchy and ones that follow FGD5 KB (813 words) - 06:55, 27 September 2025
- == Item templates == ...{{ent|env_entity_maker}} you have. Set each to a different '''OnCaseXX''' output, and put the name of the {{ent|env_entity_maker}} you want to spawn in the5 KB (884 words) - 15:12, 4 May 2024
- ...ods can work either way. It is much more efficient to spawn your NPCs with templates when needed and then target them with the kill command once they are no lon {{entity-output-start}}7 KB (872 words) - 06:26, 15 April 2024
- ...red because it's not in the FGD. The engine will still recognize the input/output, as long as the entity is capable of sending/receiving it, and the spelling ...>input</code> or <code>output</code>, followed by the name of the input or output.10 KB (1,683 words) - 22:18, 26 June 2025
- ...e main page, not here. Some template, such as {{This is a}}, and all Table templates should be placed to the main page. --> ...rendered frame outputted to an image file. In {{gldsrc|4}} engine, it can output [[BMP]] bitmap (.bmp) and [[TGA]] (.tga) image formats.2 KB (343 words) - 09:35, 12 July 2024
- Here we would make some templates to respawn the disc in case it gets lost. === Step 3 - Output System ===15 KB (2,259 words) - 23:09, 6 January 2024
- ...|logic_relay}} entities within a template will fire their <tt>OnSpawn</tt> output when spawned. This behavior can be used to make templated entities do thing ...still find them. Name fixing is ''only'' for template entities spawned by output; The outputs of the point_template are ''not'' name fixed, and neither are6 KB (927 words) - 20:16, 28 May 2025
- ....png|<h3>TEMPLATES</h3><p style="text-align: left;">Save your VMT files as templates that contain multiple commonly used parameters.</p> ...t-align: left;>Convert multiple textures at the same time. Choose a custom output folder.</p>6 KB (889 words) - 01:25, 8 November 2025
- | <code>void ConnectOutput(string ''output'', string ''function'')</code> | 특정한 output 실행으로 이름이 명명된 함수를 불러올 수 있는 I/O 연결�9 KB (704 words) - 06:58, 12 July 2024
- {{tip|Wiki editors: Use the templates {{tl2|operator stack|<name>|csgo}} and {{tl2|sound operator|<name>}} to lin "input2" "@duration_div.output"61 KB (7,121 words) - 21:49, 30 November 2025
- ...first frame of animation in the <code>"targetSkeleton.smd"</code> file and output the results into the <code>"mappedMotion.smd"</code> file. ...ionship to the shoulder (Spine2).<br> Note that both the "twoHandedWeapon" templates use "relativeLock", which assumes that the distance between the mapped join13 KB (2,130 words) - 09:39, 12 July 2024
- {{tip|Wiki editors: Use the templates {{tl2|operator stack|<name>|portal2}} and {{tl2|sound operator|<name>}} to "output" "delay"107 KB (12,522 words) - 21:41, 30 November 2025
- : - Added additional game modes, added OnNavAnalyze output which is fired only when map is loaded with -navanalyse command line option : - Added 'OnDemoMapSpawn' output27 KB (3,304 words) - 09:54, 21 November 2025
- | <code>void ConnectOutput(string ''output'', string ''function'')</code> ...an [[I/O]] connection that will call the named function when the specified output fires.49 KB (6,625 words) - 07:30, 27 February 2025
- ...ime that needed for cross-fading transition between model's skins given by output (in seconds)." output OnUseBegin(void) : "[VTMB] Determines what to do when using the entity bega242 KB (25,334 words) - 09:19, 21 January 2024
- REM Copy the generated files to the output dir. === Poor abused templates ===71 KB (9,056 words) - 11:08, 20 May 2023
- input ClearAllOutputs(void) : "Obliterate every output that this NPC has." output OnWeaponPickup(void) : "Fires when this NPC picks a weapon off the ground o278 KB (36,416 words) - 17:24, 20 March 2025
- input FireUser1(void) : "Causes this entity's OnUser1 output to be fired." input FireUser2(void) : "Causes this entity's OnUser2 output to be fired."399 KB (52,984 words) - 16:14, 24 April 2025
- input FireUser1(void) : "Causes this entity's OnUser1 output to be fired." input FireUser2(void) : "Causes this entity's OnUser2 output to be fired."404 KB (53,669 words) - 03:06, 11 September 2024