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  • [[Category:Vehicle Programming]] At the end of the day, the typical source vehicle is made up of 3 parts:
    5 KB (706 words) - 02:13, 9 January 2024
  • These fixes are to correct some issues with using Valves vehicle code in a multiplayer game. ...with the current engine. The only other option would be to write your own vehicle movement code, which is no easy task for complicated vehicles like the bugg
    6 KB (874 words) - 06:12, 22 April 2024
  • This is a list of sites relating to programming and extra (communities), covering both general and HL2/Source SDK specific * [https://www.daniweb.com daniweb] - IT Discussion Community - Software Programming with sample code and tutorials
    7 KB (976 words) - 06:30, 15 August 2025
  • [[Category:Programming]] [[Category:Vehicle Programming]]
    2 KB (283 words) - 13:09, 25 June 2025
  • // We don't allow view kicks in the vehicle [[Category:Programming]]
    2 KB (280 words) - 10:03, 23 January 2023
  • |TLK_PASSENGER_OVERRTURNED || || Vehicle was just overturned |TLK_PASSENGER_REQUEST_UPRIGHT || || Vehicle needs to be put upright
    10 KB (1,491 words) - 09:42, 16 July 2024
  • ...ave different ClientModes for the player walking around on foot, driving a vehicle in third person, and issuing commands from an overhead camera. [[Category:Programming]]
    3 KB (460 words) - 15:46, 5 August 2009
  • ...would lead to situations too complex for either AI or players to handle. [[Vehicle]]s and flying NPCs like [[npc_manhack]] ''do'' use VPhysics, however. Most == Programming ==
    7 KB (981 words) - 22:36, 28 August 2025
  • ...should be accounted for in level design to prevent spawn camping. A proper programming fix for it can be found here: [[Fixing the Dropship gun]]. The issues can b {{KV|Crate Type|intn=CrateType|choices|Sets the vehicle/crate type and its contains.}}
    5 KB (747 words) - 06:13, 24 May 2025
  • ...u just want to create a physics object for your entity's model, [[VPhysics#Programming|use a <code>VPhysicsInit*()</code> function]]. ...up to 1024 <code>IPhysicsObject</code>s. This happens in Valve's code with vehicle wheels and whenever a model has [[$collisionjoints]] (the "must all be conv
    4 KB (593 words) - 03:58, 23 June 2011
  • ;<code>COLLISION_GROUP_IN_VEHICLE</code>:For any entity inside a vehicle ;<code>COLLISION_GROUP_VEHICLE_CLIP</code>:vehicle [[clip brush]] to restrict vehicle movement
    9 KB (1,407 words) - 08:49, 12 July 2024
  • ...player fires with a weapon, the same thing happens when the player exits a vehicle. [[Category:Programming]]
    6 KB (787 words) - 08:17, 16 December 2024
  • // HUGAMOD: Checks if the player is in a vehicle so that [[Category:Programming]]
    8 KB (912 words) - 07:56, 11 May 2025
  • ...ng entities colliding with things, picking up health etc. (on foot or in a vehicle), [[trigger]]s, and so on. [[Category:Programming]]
    8 KB (1,324 words) - 04:48, 12 July 2024
  • === [[:Category:Programming|Renderer]] === ** Multiple players/NPCs in a vehicle
    29 KB (4,131 words) - 03:15, 19 September 2025
  • ==={{LCategory|Programming|Renderer}}=== ** Multiple players in a vehicle in multiplayer
    22 KB (3,199 words) - 07:22, 20 May 2025
  • Is that possible without C++ programming? ...2CombatWeapon because it doesn't seem to implement the right functions. My programming experience is primarily based in C and Java, but I'm picking up this C++ st
    107 KB (18,339 words) - 15:05, 28 June 2011