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  • ...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
  • [[File:Prop ammo box generic.jpg|thumb|300px|right|Sharable ammo box]] {{csgo point|prop_ammo_box_generic}}
    769 bytes (129 words) - 08:37, 1 September 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
  • ...png|thumb|right|150px|{{csgo}} Counter-Terrorist model with the [[bounding box]] of a [[player]].]] {{this is a|name=info_player_terrorist|name1=info_player_counterterrorist|point entity|game=Counter-Strike: Source|game1=Counter-Strike: Global Offensive|n
    3 KB (464 words) - 06:22, 8 May 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
  • ...positions of its AABB. The point can be this entity or a specified entity's position. {{KV|Name|string|The name that other entities refer to this entity by.}}
    4 KB (595 words) - 11:17, 21 April 2025
  • {{this is a|point entity|name=info_node_link_controller|except=Left 4 Dead series}} It contro ...tor|Coordinates relative to the entity defining one point of the volume. A box will appear in hammer to help visualize the dimensions of the volume.}}
    2 KB (281 words) - 11:00, 21 April 2025
  • ...mmas to denote a new line. So '''2,0 1''' would create a pyramid, with cap point 2 on the top and cap points 0 & 1 on the bottom. ...'re dealing with a three control point map with the [[team_control_point]] entities having these index settings:
    3 KB (414 words) - 13:49, 8 January 2024
  • | Draw a debug overlay box | Draw a debug overlay box
    8 KB (1,021 words) - 09:08, 7 August 2025
  • ..._wall|game=Day of Defeat: Source}} It is also designed to be usable as a [[point entity]], although FGD syntax prohibits this. ...ith. It primarily is used to block teams from entering their opposing team's spawn. It is always invisible, and should be textured with a {{codelink|SUR
    2 KB (363 words) - 11:37, 24 May 2025
  • {{this is a|point entity|name=newLight_Spot|game=Black Mesa|sprite=NewLight_Dir-Icon-Small.pn {{note|You can have only 256 spot light entities placed in the map editor.}}
    3 KB (459 words) - 23:15, 29 July 2025
  • {{this is a|point entity|name=weapon_shotgun|game=Half-Life|game1=Half-Life: Opposing Force|g ...to 133 bullets can be carried (including eight loaded into the weapon). A box of bullets can be placed with {{ent|ammo_buckshot (GoldSrc)|alt=ammo_bucksh
    979 bytes (142 words) - 00:13, 10 June 2025
  • {{this is a|model entity|name=item_tow_missile|game=Black Mesa}} It's [[Grenade tow|TOW missile]] physics prop that can be used to reload {{ent|f ...collide with other {{ent|item_tow_missile}}, '''item_''' and '''weapon_''' entities. {{not|{{bms12}}}}}}
    1 KB (164 words) - 09:49, 4 August 2025
  • ...bomb_dispenser_icon}} is created at the center of this entity's [[bounding box]] (''not'' its [[origin]]).}} ...dispense_team|integer choices|The team that will be placing a bomb at this point.}}
    1 KB (189 words) - 15:57, 3 June 2025
  • {{this is a|point entity|name=trigger_portal_button|series=Portal}} It is the actual trigger {{tip|The auto-generated triggers use their oriented bounding box as the detection area, so the <code>SetSize()</code> [[VScript]] function c
    1 KB (224 words) - 16:02, 1 September 2025
  • Does a [[Bounding_box|box (AABB)]] sweep along a path defined by two vectors, returning the first ent ...he same as the start, this will function as a clearance check, i.e. is the box touching any geometry.
    4 KB (676 words) - 13:51, 21 October 2024
  • ...programmers and mapmakers, allowing them to easily debug problems in a map's entity logic. Different entities can handle different inputs. Entities will ignore inputs that they don't know how to handle. To find out what inp
    5 KB (767 words) - 13:37, 12 May 2025
  • '''Particle position''' initializers decide the location(s) at which particles are created. ''Particles are created at a point in the circumference of a circle spinning along another fixed circle. (Know
    10 KB (1,498 words) - 07:15, 20 May 2025
  • ...|Ctrl}}+{{key|T}}). This will create a trigger entity that is tied to your box. ...tep 4:''' Give the trigger a targetname, for the sake of this example, let's call it "trigger_no_ward".
    1 KB (196 words) - 09:12, 8 January 2024
  • ...o {{ent|prop_physics}}, however it has a preprogrammed spherical collision box. ...l the same functions as [[prop physics]]. See that entity for a list of it's properties you can use.
    1 KB (199 words) - 17:48, 17 May 2024
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