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- ...that can easily be done by modifying the [[Weapon script]] for your chosen weapon. '''default_clip''' is amount of ammo in the weapon when it spawns. This can be any number between 0 (no ammo given at spawn) a1 KB (192 words) - 19:06, 8 October 2025
- This tutorial will show you how to set up the Delayed Attack function to your weapon whether it's melee or fire arms. This should work with both Multiplayer and So add these new voids with in your weapon class.3 KB (366 words) - 18:59, 12 November 2024
- ...E}} might be translated into {{code|ACT_DOD_STAND_AIM_RIFLE}} by the Rifle weapon. If a weapon doesn't have an {{mono|ActTable}}, or has an incomplete one, you are likely1 KB (178 words) - 10:02, 28 May 2025
- [[Category:Programming]] $noun2 = $5; # weapon/victim name, etc.3 KB (221 words) - 17:27, 19 April 2006
- {{LanguageBar|Weapon Respawn Fix}} ...rect place on the map after being picked up by players. In most cases, the weapon will instead respawn at <code>0 0 0</code> on the map, and will continue on3 KB (437 words) - 17:43, 18 July 2025
- A '''boolean''' value is a toggle used in programming that is inherently exclusively either "on" or "off". When ''enabled'' it is * [[Weapon script|Weapon Scripts]] use <code>1 / 0</code>1,000 bytes (149 words) - 14:49, 28 May 2025
- ...reBullets()</code>''' is a method which handles damage for any [[hitscan]] weapon. It is passed [[FireBulletsInfo_t]] as its required parameter, which descri :<code>[[UTIL_TraceLine|TraceLine]]</code> used when the weapon fired. <code>tr.m_pEnt</code> is the entity that was intersected e.g. NPC,1 KB (206 words) - 19:11, 9 April 2011
- CNetworkVar( int, m_iClip2 ); // number of shots left in the secondary weapon clip, -1 it not used bool m_bFiresUnderwater; // true if this weapon can fire underwater5 KB (433 words) - 04:18, 22 August 2024
- ...arting with <code>sk_max_*</code>, where <code>*</code> is the name of the weapon (such as pistol, 357, ar2, etc). [[Category:Programming]]1 KB (212 words) - 07:18, 30 October 2024
- The code below will add a burst mode functionality to any machine gun based weapon for the its secondary fire. It has only been tested using the HL2MP OB vers ...replace any references to "CWeaponSMG1" with the unique class name of the weapon whose secondary fire you wish to replace. If you find that you're getting e4 KB (541 words) - 08:49, 21 January 2024
- // Add model-specific bob even if no weapon associated (for head bob for off hand models) [[Category:Programming]]770 bytes (90 words) - 17:42, 18 July 2025
- This is a simple programming tutorial for Source Engine SDKbase 2013 Multiplayer. In this tutorial i wil //EquipSuit();//weapon spawn hack - drN0 <-- HERE I REMOVE THE SUIT7 KB (957 words) - 19:01, 10 June 2025
- == Step 1: Enable built-in weapon limit == // This switches between the single primary weapon, and multiple weapons with buckets approach (jdw)6 KB (798 words) - 22:58, 21 January 2024
- Generally the method is concerned with checking ammo for the weapon, calling the [[FireBullets()]] method, playing the sound and adding the vie [[Category:Programming]]843 bytes (113 words) - 14:01, 24 May 2012
- ...a basic implementation of weapon lowering while sprinting, and preventing weapon fire while doing so. ...rame which means that the lowering weapon code will not be called for this weapon unless you add a call to it! '''Remember to put the Basecombatweapon_Shared3 KB (400 words) - 08:13, 12 July 2024
- This is a very simple copy-and-paste tutorial for setting a weapon's viewmodel FOV in its script. [[Category:Weapons programming]]2 KB (235 words) - 00:19, 25 February 2025
- ...frags, but to enjoy themselves using the theme of the game. The game mode programming is currently on pause until the new Source SDK is released. * Attacking team dressed in fursuits; only weapon is "yiff", which causes harm to the targeted enemy player2 KB (251 words) - 08:27, 15 April 2024
- It should come as no surprise that Source has very robust weapon systems. This article covers the steps required to create both [[hitscan]] ; Most properties of a gun can be configured with a [[Weapon script|script file]]6 KB (918 words) - 04:49, 12 July 2024
- CNetworkVar( int, m_iClip2 ); // number of shots left in the secondary weapon clip, -1 it not used bool m_bFiresUnderwater; // true if this weapon can fire underwater5 KB (718 words) - 11:20, 24 May 2022
- ...sometimes frustrating) weapons system. This article will cover creating a weapon entity from scratch. ...programming, consider visiting the [[:Category:Weapons_programming|weapons programming]] category.9 KB (1,352 words) - 05:10, 12 September 2022