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- # In this file, open it using any text editor, then go down to the ''Weapons'' part, and edit the lines starting with <code>sk_max_*</code>, where <code [[Category:Programming]]1 KB (212 words) - 07:18, 30 October 2024
- [[Half-Life 2]] has many hitscan weapons (weapons which don't actually fire bullets, but instead trace a line and spawn an ex [[Category:Weapons programming]]1 KB (192 words) - 11:27, 14 November 2022
- ...ck() form, but it is generally overloaded in specific methods. Half-Life 2 weapons that use PrimaryAttack(): [[Category:Programming]]843 bytes (113 words) - 14:01, 24 May 2012
- A simple bit of "programming" that can easily be done by modifying the [[Weapon script]] for your chosen * [[Adding weapons]]1 KB (187 words) - 16:22, 26 December 2011
- ...iewmodel_fov" will no longer work, but you will be able to set the FOVs of weapons in their script file! {{tip|CS:S weapons normally look good with an FOV of 74, and HL2 weapons normally look good with an FOV of 54.}}2 KB (235 words) - 00:19, 25 February 2025
- ...is based on the events in the single player portion)each with their unique weapons and classes. Each race will have three classes: melee, balanced, and long r * Multiple ways to customize your weapons.5 KB (720 words) - 01:13, 25 June 2024
- ...ayer modification for Half Life 2. It features at least 11 new levels, new weapons, 7 game modes, both old and new, and the ability to customize your characte ** Agility - jump higher, perform backflips, wall jump, dual wielding weapons, and ultimately the ability to fly3 KB (451 words) - 00:42, 25 June 2024
- ...le via plugins because no access is given to weapons information, changing weapons, etc.}} [[Category:Programming]]1 KB (170 words) - 22:52, 21 January 2024
- [[Category:Weapons programming]][[Category:Structures]]1 KB (178 words) - 10:02, 28 May 2025
- {{ACategory|Weapons programming}}{{ACategory|Structures}} {{DISPLAYTITLE:acttable_t}}2 KB (97 words) - 07:16, 20 May 2025
- [[Category:Weapons programming]]1 KB (206 words) - 19:11, 9 April 2011
- * All new weapons. ...er on some Zbrush modeling, and another to get started with the very basic programming.2 KB (288 words) - 10:30, 5 January 2024
- {{ACategory|Weapons programming}}1 KB (180 words) - 03:23, 22 August 2024
- ...© is a semi-comical, b-movie horrorish deathmatch mod. All of the featured weapons are items that you can find in your own home, or your neighbors, some with * Rune's: Haste, Double Damage, Protection, Homing Weapons, Infinite Ammo, Vampire, SLASHER! and STALKER!2 KB (325 words) - 01:24, 25 June 2024
- ...ho has fired a dumb (non-guided) rocket that hasn't yet exploded to change weapons. If we changed weapons after firing, this will prevent the RPG from getting kicked back up to us f4 KB (622 words) - 13:13, 3 August 2025
- ...that the Source engine has a very robust (although 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
- [[Category:Weapons programming]] [[Category:Programming]]3 KB (366 words) - 18:59, 12 November 2024
- This tutorial is for restricting the weapons players can carry at once, a little like the Bioshock series. // This switches between the single primary weapon, and multiple weapons with buckets approach (jdw)6 KB (798 words) - 22:58, 21 January 2024
- : Number of bullets in this batch. Rapid-fire weapons should be able to queue up several bullets at once if the framerate is low, [[Category:Weapons programming]][[Category:Structures]]{{DISPLAYTITLE:FireBulletsInfo_t}}3 KB (427 words) - 00:41, 11 April 2011
- This is more of a copy/paste tutorial, so not a lot of programming knowledge is required. However, reading the tutorial fully will provide a l ...items from the list. This system will also provide ammo for those specific weapons.6 KB (917 words) - 05:11, 6 March 2021