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  • {{this is a|point entity|name=info_notepad|game=Half-Life: Alyx|sprite=Notepad.png|spritesize ...0</code>|string|Perhaps this section allows you to leave notes on specific entites?}}
    542 bytes (76 words) - 02:19, 4 February 2025
  • {{this is a|name=info_player_terrorist|name1=info_player_counterterrorist|point entity|game=Counter-Strike: Source|game1=Counter-Strike: Global Offensive|n otherwise the spawn point can become invalid, effectively behaving as if it didn't exist.
    3 KB (464 words) - 06:22, 8 May 2025
  • This is a list of entites avaiable in {{Cdiver|4}}. '''point'''
    4 KB (433 words) - 11:45, 17 August 2024
  • This point entity is used within map logic to give or take credits away from a Detecti My Output Named: OnSuccess, Targets entites named: traitorroom_door, Via this input: Open, Parameters: none.
    6 KB (1,062 words) - 08:56, 19 March 2024
  • ...g) : "The liquid portal this should link to. Will update linked portal to point back." ...tivated" : 1 : "An inactive portal will not be drawn and will not teleport entites" =
    17 KB (2,093 words) - 18:45, 20 March 2025
  • ...> property set to <code>Yes</code> and place {{Ent|info_deathmatch_spawn}} entites across the map.<br> ...g way to get to relevant places of action. For example, a Deathmatch spawn point in the depths of T or CT spawn of ''de_nuke'' can surely be placed at a bet
    15 KB (2,377 words) - 05:46, 12 July 2024
  • | Treated as the origin point for rotating entities, such as {{Ent|func_door_rotating}}. {{warning|If a b ...! Use VHLT's {{code|-nullfile}} flag to automatically retexture applicable entites to NULL in HLCSG{{how}}, or add the {{ent|zhlt_invisible}} KV and set it to
    23 KB (3,422 words) - 07:19, 20 May 2025
  • *Add 3-point clipping like in Radiant (speeds up cutting operations considerably) * Add a "pivot" point for rotation, like UED.
    63 KB (10,575 words) - 21:38, 31 January 2025
  • ...|| Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / ...plays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} /
    193 KB (16,672 words) - 09:07, 27 February 2024
  • // Point Entities ...un Base Attachment" : "" : "If Parent is specified, this is the attachment point on the parent to aim from."
    132 KB (17,236 words) - 13:45, 3 May 2025
  • ...|| Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / ...plays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} /
    474 KB (37,599 words) - 07:59, 12 July 2024
  • ...|| Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar ...plays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
    277 KB (22,931 words) - 00:57, 28 February 2024
  • ...|| Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / ...plays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} /
    476 KB (37,328 words) - 07:59, 12 July 2024
  • ...be used in a custom mod to define certain properties within CS:CZDS. Some entites in this FGD are tagged with a 'help' // :CONVERTING BRUSH ENTITIES TO POINT ENTITIES:
    286 KB (40,663 words) - 01:39, 11 September 2024
  • | Given (ent, rayStart, rayDir), return an approximate point closest to the ray, based on hitbox centers. | Gets the best node in a wedge shape, taking distance from a given point into account, that has the given script data bits set
    237 KB (29,298 words) - 15:59, 4 May 2025
  • ...ttachment(string) : "Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The ...ainOffset(string) : "Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The
    329 KB (44,918 words) - 13:42, 3 May 2025
  • ...|| Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / ...plays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} /
    307 KB (28,147 words) - 14:15, 1 April 2025
  • ...ttachment(string) : "Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The ...ainOffset(string) : "Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The
    355 KB (48,575 words) - 17:14, 24 April 2025
  • ...ttachment(string) : "Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The ...ainOffset(string) : "Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The
    355 KB (48,582 words) - 04:07, 11 September 2024
  • ...ttachment(string) : "Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The ...ainOffset(string) : "Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The
    363 KB (49,605 words) - 17:15, 24 April 2025
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