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  • Certain brush entities apply its effects based on absolute bounding box ([[AABB]]) of its brush model instead of brush model itself. == List of lazy brush entities ==
    1 KB (176 words) - 13:10, 19 May 2025
  • ...se=it is automatically generated by [[VBSP]] from {{mono|[[func_ladder]]}} entities}} ...o help bots navigate the [[ladder]]s created from <code>func_ladder</code> entities (which are collapsed to {{ent|worldspawn}} by VBSP), but it is not used in
    2 KB (330 words) - 07:39, 4 May 2025
  • ...'s movement happens. If you want to modify which things impede the player's movement, you do it in gamemovement. ...hese flags determine whether the player is solid to them (along with those entities' trace filters and contents masks). This will determine whether NPCs bump
    1 KB (229 words) - 10:08, 21 January 2024
  • [[File:Prop ammo box generic.jpg|thumb|300px|right|Sharable ammo box]] ...with four [[+use]]s. Each use increases the reserve ammo of the activator's active weapon. In {{csgo mode|Coop}}, the number of bullets given per use i
    769 bytes (129 words) - 08:37, 1 September 2024
  • '''<code>SetSolid()</code>''' defines the manner in which this entity's collisions are handled. <code>[[SetSolidFlags()]]</code> can be used to twe ...del defined by the map. Does not collide with other <code>SOLID_BSP</code> entities.
    2 KB (272 words) - 07:14, 20 May 2025
  • * Put a prop_physics in your map inside a [[Nodraw]] box with the model that you want to be the new Player Model (Example: models/hu * Now, add a point_clientcommand with the name "Console" inside the same box.
    973 bytes (156 words) - 22:37, 21 January 2024
  • {{back | List of SE1 entities}} {{this is a|point entity|name=item_ammo_buckshot|game=SiN Episodes}} It's a box of scattergun ammo for the [[weapon_scattergun]] and provides 10 in ammunit
    390 bytes (59 words) - 19:12, 17 May 2024
  • ...' implements various [[flag]]s that affect the precise nature of an entity's solidity. It is used in conjunction with <code>[[SetSolid()]]</code>. ...without colliding with other objects. This is the behaviour of [[trigger]]s.}}
    2 KB (305 words) - 10:06, 6 January 2023
  • ...es that are collideable have a '''<code>CollisionProperty</code>'''. There's an accessor in <code>[[CBaseEntity]]</code> called <code>CollisionProp()</c Entities that use [[VPhysics]] also have a <code>IPhysicsObject</code> which provide
    4 KB (559 words) - 09:09, 27 June 2025
  • ...a model 10000 units down during an animation). In this case, the bounding box should be overriden with [[$bbox]] to be the "correct" size. ...} Example: The sentry blueprint model has a nearly 4000 unit long bounding box due to the sphere range visualizer!
    2 KB (310 words) - 13:35, 17 May 2025
  • * [[Source_2/Docs/Level_Design/Mesh Entities|Mesh Entities]] * [[List of entities (Source 2)| Entity List]]
    2 KB (234 words) - 12:46, 17 September 2025
  • '''Triggers''' are [[entity|entities]] which respond to the presence of other entities. Trigger [[brush|brushes]] and trigger [[Mesh#Source_2|meshes]] can be crea ; {{ent|Tool textures|alt=tools/toolstrigger}}: All trigger entities must use this material on all faces. Alternatively, a custom trigger materi
    4 KB (574 words) - 22:12, 13 June 2025
  • ...vement targets. It's an invisible box solid to certain other objects. Some entities create this automatically in order to keep a certain area clear of things t
    558 bytes (87 words) - 17:47, 24 May 2025
  • ...hed (see [[Env_xen_healpool#Bugs.2FLimitations|Bugs/LimiLimitations]]), it's more preferable to use {{ent|trigger_hurt}} with model and some logic (just {{note|It heals only {{ent|player}}, can't heal [[NPCs]] and other entities.
    3 KB (471 words) - 00:39, 27 May 2025
  • ...png|thumb|right|150px|{{csgo}} Counter-Terrorist model with the [[bounding box]] of a [[player]].]] These entities are spawn points for either Terrorists or Counter-Terrorists.
    3 KB (464 words) - 06:22, 8 May 2025
  • ==Entities== * [[npc_antlion_grub]] - the Orange Box version of the grub
    2 KB (295 words) - 18:21, 7 January 2024
  • * {{L|Source_2/Docs/Level_Design/Mesh Entities|网格实体}} * {{L|List of entities (Source 2)|实体列表}}
    3 KB (252 words) - 04:43, 17 September 2025
  • {{LanguageBar|title = Bounding box}} ...'''riented '''B'''ounding '''B'''ox) is an automatically-created invisible box that defines the rough size of an entity. Its purpose is to perform [[cheap
    5 KB (762 words) - 08:11, 4 May 2025
  • [[File:Outputs-new.png|thumb|Hammer's "Object Properties" dialog]] | Target Entities Named || Where you enter the name of the entities or entity<br />
    1 KB (197 words) - 22:58, 26 June 2025
  • ...Undo Levels setting in [[:Category:Hammer_Options_Dialog|Options]] dialog box. ==Find Entities... <Ctrl+Shift+F>==
    3 KB (521 words) - 07:21, 12 July 2024
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