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- {{back | List of SE1 entities}}349 bytes (53 words) - 18:13, 17 May 2024
- * It is one of the [[preserved entities]], so if this entity is map placed and killed, it will ''not'' respawn, eve1 KB (222 words) - 03:30, 19 May 2025
- ...ever a player is inside its volume and not triggering any other soundscape entities. Something to take into consideration is that <code>env_soundscape_triggera ...and they can also trigger outputs if some were specified. See [[lazy brush entities]] and the picture there.}}2 KB (350 words) - 15:45, 19 November 2025
- ...ks doors|choices|Enable crowbar unlocking func_door and func_door_rotating entities that have a targetname set, using an Unlock input.}} {{KV|Crowbar unlocks buttons|choices|Enable crowbar unlocking func_button entities that have a targetname set, using an Unlock input.}}1 KB (220 words) - 16:09, 22 May 2025
- ...me]]s match an entry in the {{mono|s_PreserveEnts}} whitelist. Whitelisted entities either have special code to handle the reset process or none at all, and th Some whitelisted entities may not properly account for round resets and are likely to carry their pre14 KB (1,690 words) - 07:57, 8 May 2025
- ...dOutput]]ing [[classname]] isn't safe, as the game specifically checks for entities with the {{mono|info_doddetect}} classname when starting each round.}} }}3 KB (382 words) - 14:59, 3 June 2025
- : The [[targetname]] other entities refer to this entity by. {{{targetname add|}}} * [[List of Zombie Panic! Source Entities]]2 KB (213 words) - 09:25, 5 January 2024
- : The [[targetname]] other entities refer to this entity by. {{{targetname add|}}} * [[List of Zombie Panic! Source Entities]]2 KB (213 words) - 09:25, 5 January 2024
- ...Items Time (0 equals none)|intn=score_resetitemtime|int|Time delay before entities are reset.}}2 KB (318 words) - 19:31, 17 May 2024
- {{This is a|[[keyvalue]]|name=globalname}} It's a name to designate two entities in different maps as being logically the same entity. When player transitio ...d based games will cause an entity to not respawn on round restart because entities are killed when round ends.}}4 KB (645 words) - 10:19, 1 June 2025
- {{Warning|If you have ANY team_control_point_round entities in your map, you MUST also set the '<team> spawn for round' settings below. {{note|Make sure to raise the <code>info_player_teamspawn</code> entities at least 8-16 [[Hammer Units]] off the ground to ensure they function as th3 KB (399 words) - 12:47, 16 August 2025
- [[Category:Entities]] [[Category:Half-Life Entities]]579 bytes (82 words) - 20:07, 17 May 2024
- * [[List of Dreamball Entities]]1 KB (199 words) - 16:48, 17 May 2024
- ==ZPO Necessary Entities== You will need several ZP:S specific entities to make an objective (zpo) map work properly:980 bytes (163 words) - 06:59, 5 January 2024
- [[Category:Half-Life Entities]]354 bytes (49 words) - 02:11, 25 June 2025
- ...of this article is to enable a mod to restart a round by resetting all map entities to their default locations, the code provided was originally for the Source ...ng covered are the files that should be created, these contain the list of entities to keep and a custom entity filter.10 KB (1,317 words) - 05:29, 20 February 2011
- This document describes the basic entities needed to make levels for [[Counter-Strike: Source]]. It assumes you alread ==Basic CS:S entities==8 KB (1,307 words) - 15:36, 25 November 2024
- ...owever, overlays cannot be applied dynamically, nor can they be applied to entities. {{Confusion|Unlike most entities with the prefix {{mono|info}}, {{ent|infodecal}} does ''not'' have an under4 KB (575 words) - 08:10, 9 November 2025
- * Your map must not have any entities from other modes of play in it, ie hostage_entitys.1 KB (196 words) - 07:19, 8 May 2023
- // Classnames of entities that are preserved across round restarts // Classnames of entities that are preserved across round restarts12 KB (1,303 words) - 09:33, 12 July 2024