Search results

Jump to navigation Jump to search

Page title matches

  • 3 KB (490 words) - 23:07, 20 April 2025
  • Down below is an .vmf file of the tutorial and two addtional events triggered by the flashlight and trigger_look.
    6 KB (958 words) - 22:42, 21 January 2024
  • ...possibility which could be very handy: you can't define the message via a triggered input. ...ded, like "the door has opened", "someone shot the sheriff", etc which are triggered by entities via their outputs, many "game_text" entities need to be created
    3 KB (436 words) - 08:41, 8 January 2024
  • #REDIRECT [[Customizable triggered HUD-message]]
    49 bytes (4 words) - 00:54, 13 March 2006

Page text matches

  • :Triggered when a map is vetoed (multiple times at once) :Triggered when a map is picked to be played (usually one)
    728 bytes (92 words) - 19:38, 17 May 2024
  • ...readable or photographable corruption piece. Plays a satisfying sound when triggered. {{KV|Triggered by Photograph|boolean|Can this corruption target also be triggered by taking a photo of it?}}
    1 KB (167 words) - 07:54, 21 April 2025
  • #REDIRECT [[Customizable triggered HUD-message]]
    49 bytes (4 words) - 00:54, 13 March 2006
  • ;<code>soundscape_debug 2</code> : Only display currently triggered soundscapes. * Green - Currently being triggered.
    896 bytes (124 words) - 13:00, 8 January 2024
  • Alerts are triggered when an enemy carrying a flag starts touching the area (or any player for a {{KV|Play alert sound|boolean|Play the sound when the alert is triggered.}}
    753 bytes (106 words) - 17:55, 18 July 2025
  • ...e=game_counter_set|engine=GoldSrc}} The game_counter_set entity will, when triggered, set the value of a [[game_counter (GoldSrc)|game_counter]] to a specified ...emove On fire|If enabled, the game_counter_set will be removed once it has triggered its Target.}}
    501 bytes (82 words) - 21:09, 17 May 2024
  • ...d when a water flow meter has been restored. Plays a satisfying sound when triggered. Only used for Achievements, in specific ''Restoring the Flow''. Can be rep ...igger|Marks this target as broken again and decrements the stat. It can be triggered again to restore the stat but that won't replay the sound. Doesn't do anyth
    1 KB (160 words) - 07:54, 21 April 2025
  • An entity with a master cannot be triggered until the master is triggered.
    463 bytes (73 words) - 06:22, 30 May 2025
  • ...Chance (from 0 to 1) of the OnTrigger1-8 output firing when this entity is triggered.}} ...Trigger1|to=OnTrigger8|This output has a chance to fire when the entity is triggered.}}
    5 KB (729 words) - 06:57, 4 June 2025
  • ...oldSrc}} This entity keeps an internal value of how many times it has been triggered, and when it reaches a specified value, it will trigger another [[entity]]. ...|1|Remove On fire|If enabled, the game_counter will be removed once it has triggered its Target.}}
    1 KB (182 words) - 17:34, 3 October 2024
  • {{KV|Old Flowmap|string|The flowmap texture to use before this entity is triggered.}} {{KV|New Flowmap|string|Changes the flowmap to this texture when triggered.}}
    651 bytes (93 words) - 07:55, 21 April 2025
  • ...2'' folder, containing script setup that will spawn a fleeing citizen when triggered. When triggered (by external entities), the relay will spawn the citizen, and its spawning
    1 KB (188 words) - 00:15, 7 January 2024
  • ...gger_counter|engine=GoldSrc}} This entity counts the number of times it is triggered and activates its target when it reaches a specified number. ...time in seconds before the trigger should trigger its target (after being triggered itself).}}
    1,021 bytes (153 words) - 21:22, 17 May 2024
  • ...I/O connection, or as a container for holding a set of outputs that can be triggered from multiple places. After a <code>logic_relay</code> is triggered, it cannot be triggered again until all of its outputs are fired. This is useful for when a relay h
    2 KB (356 words) - 11:10, 26 September 2024
  • ''Sets whether First Blood has been triggered.''
    432 bytes (51 words) - 09:04, 21 January 2024
  • ...ime, in seconds, after the trigger_multiple has triggered before it can be triggered again. If set to -1, it will never trigger again (in which case you should
    1 KB (196 words) - 23:08, 20 April 2025
  • After a <code>logic_relay</code> is triggered, it cannot be triggered again until all of its outputs are fired. This is useful for when a relay h ...|param=void|activator = activator of Trigger input|Fired when the relay is triggered. If the relay is set to only trigger once, it will delete itself after firi
    3 KB (465 words) - 13:24, 7 May 2025
  • * The door ({{ent|func_door}}) is triggered to open *After a period of time, a <code>func_door</code> is triggered to open, allowing the player to walk through.
    2 KB (244 words) - 06:43, 31 May 2024
  • {{KV|MP3|intn=music|string|The music track to play when this entity is triggered.}}
    360 bytes (60 words) - 02:04, 22 June 2024
  • ...inserted|Fired when a combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)}} ...ide|Fired when a combine ball in hits the top side of the field (only gets triggered when Combine Power supply is checked)}}
    3 KB (516 words) - 14:05, 25 September 2024
View (previous 20 | ) (20 | 50 | 100 | 250 | 500)