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  • The gravity change will affect only the player who touched the trigger. The effect will be applied globally, so even after ...yer or monster, prevent blocking teleport destination, jump pads, speed up player in certain areas, make a wind. Trigger_push can be used in the same way as
    5 KB (797 words) - 20:20, 12 May 2023
  • ...you set the color to pure green, any red and blue will be removed from the player's screen.}} {{Entity_flag|4|Activator only|If set, only the player who activated this entity will be affected by it}}
    2 KB (251 words) - 05:37, 28 January 2019
  • ...ess after reaching final navigation point where Gonarch breaks the web and player can process. Gonarch can't die while in info_bigmomma path. ...to go to it. Higher value increased chances of Gonarch to find this node. Player must goad the Gonarch to info_bigmomma if radius isn't high enough.}}
    2 KB (284 words) - 00:29, 28 January 2019
  • ...wn will respawn only the player by this targetname. If the target is not a player, the spawn-function of that entity will be called. This can sometimes help
    1 KB (183 words) - 00:29, 28 January 2019
  • ...y moves and rotates with its associated func_tracktrain. When uses it, the player can choose between speed levels. ...ntity won't work. In other case, entity can be used as normal, but only by player who passed the test with required inventory conditions:"Inventory: Need ite
    5 KB (826 words) - 00:29, 28 January 2019
  • ...ailable spawn point until trigger_respawn is used (that let mapper control player respawns or disabling them).}}
    441 bytes (61 words) - 00:29, 28 January 2019
  • * Property "onground" of each player is now transferred to clients. ...irectly, instead of relying on cryptic Nihilanth code to teleport a single player to the end-of-map trigger.
    3 KB (417 words) - 17:52, 12 December 2020
  • When triggered, temporarily swaps the player's view with that of the camera, and has the camera follow a path, if set up {{Entity_keyvalue|Set Player Targetname|m_iszOverridePlayerTargetname|Set player's targetname to new value when they use the camera, and revert those change
    7 KB (1,139 words) - 00:29, 28 January 2019
  • A brush entity which teleports a player to a destination of your choice as he enters the trigger. {{Entity_keyvalue|Target|target|Name of the entity which the player is teleported to. Ideally an [[info_teleport_destination]] entity, but ot
    8 KB (1,303 words) - 10:33, 8 September 2023
  • {{Entity_keyvalue|Target for IN players|intarget|Target to trigger for every player who is within the game_zone_player entity when triggered, individually.}} ...tity_keyvalue|Target for OUT players|outtarget|Target to trigger for every player who is outside of the game_zone_player entity when triggered, individually.
    1 KB (223 words) - 02:48, 3 April 2023
  • * Activator: The first entity in a trigger chain. E.g.: A player pressing a [[func_button]], which then triggers further entities. Entities ...ver the according player-event occurs. Activator and caller are set to the player who causes the event.
    7 KB (1,112 words) - 23:30, 13 March 2023
  • ..._keyvalue|Player take inventory to new map|keep_inventory|If set to "Yes", player's ammo, armor and weapons are carried to target map.}} ...ntity won't work. In other case, entity can be used as normal, but only by player who passed the test with required inventory conditions:
    6 KB (1,011 words) - 02:57, 18 March 2023
  • ...unc_tankcontrols entity. If you want func_tankrocket to be controllable by player, you need to specify a name of func_tankrocket and use func_tankcontrols en ...rsistence|How many seconds this entity will continue shooting after losing player from field of view. Works only for automatic turrets.}}
    4 KB (691 words) - 00:29, 28 January 2019
  • If you want func_tanklaser to be controllable by player, you need to specify a name of func_tanklaser and use func_tankcontrols ent ...rsistence|How many seconds this entity will continue shooting after losing player from field of view. Works only for automatic turrets.}}
    5 KB (724 words) - 00:29, 28 January 2019
  • ...e issue where NPCs were able to revive players over great distances if the player respawned and died again while being revived. ...t] Scientists can no longer be used while they are trying to revive a dead player/monster.
    1 KB (185 words) - 17:53, 12 December 2020
  • If you want func_tankmortar to be controllable by player, you need to specify a name of func_tankmortar and use func_tankcontrols en ...rsistence|How many seconds this entity will continue shooting after losing player from field of view. Works only for automatic turrets.}}
    5 KB (725 words) - 00:29, 28 January 2019
  • ...vivable|is_not_revivable|If set to 'Yes', the monster cannot be revived by player's weapon_medkit or other allied monsters.}} * See Player, Mad at Player: When enemy player is seen by monster, or player became an enemy of this monster.
    7 KB (1,172 words) - 20:07, 12 May 2023
  • ...mortar) controlling area. It works like an invisible button, when pressed, player can control the tank. Usage of this entity is very simple- place it in fron ...ntity won't work. In other case, entity can be used as normal, but only by player who passed the test with required inventory conditions:"Inventory: Need ite
    5 KB (881 words) - 00:29, 28 January 2019
  • * Picking up assault rifle grenades will give the player an M16 if they don't yet have one, as the grenade launcher has been moved t * Reverted "Picking up assault rifle grenades will give the player an M16 if they don't yet have one" as the M16 now exists.
    3 KB (460 words) - 19:59, 15 January 2021
  • ... [[func_tankcontrols]] entity. If you want func_tank to be controllable by player, you need to specify a name of func_tank and use func_tankcontrols entity i ...rsistence|How many seconds this entity will continue shooting after losing player from field of view. Works only for automatic turrets.}}
    5 KB (735 words) - 15:13, 17 March 2023

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