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- ...s a|point entity|<!--sprite=1-->|name=env_grass_sprite|engine=GoldSrc|game=Paranoia}} Which creates random grass sprites. ...appears to fall to the ground. Therefore, it is recommended to place these entities somewhere in the sky to ensure that they are positioned above the entire gr2 KB (295 words) - 20:27, 17 May 2024
- [[File:brainbread-zombie1.png|right|thumb|350px|Model of '''monster_zombie''' in the {{bb}}]] ...alf-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift|game3=Paranoia|game4=They Hunger}}2 KB (219 words) - 08:33, 25 August 2024
- ** Allows level designer to hook up I/O between entities to control AI within the game ** Full [[model]] previewer20 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 * {{crowbar|4}} - Can decompile model files79 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