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  • 1 KB (170 words) - 17:21, 24 March 2023
  • Removes all weapons and ammo from player. It's possible to also remove HEV suit. * <code>0</code> Activator only: strip only !activator of the script e.g. player who pressed a button that targeted this entity.
    769 bytes (113 words) - 18:07, 24 March 2023
  • 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
  • ...ly filters for players in or outside the zone in the moment of triggering. Player's inventory is left unmodified.
    890 bytes (134 words) - 17:20, 24 March 2023
  • Common Sven Co-op player start position. Can be toggled on and off. It's possible to make players r {{Entity_keyvalue|New player targetname|netname|If set, every player spawning here will get this string as his/her targetname.}}
    2 KB (306 words) - 00:43, 14 March 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
  • 639 bytes (94 words) - 00:29, 28 January 2019
  • ...ly, it will equip the activating player. Be careful with that, as giving a player things he cannot pick up/carry will spawn and lie around till collected, po {{Entity_keyvalue|Player targetname|target|Set the targetname of a player to be the only one to ever receive equipment from this game_player_equip, i
    4 KB (588 words) - 00:29, 28 January 2019
  • {{Entity_keyvalue|Min Value|frags|Player-count for "Min Target".}} {{Entity_keyvalue|Max Value|health|Player-count for "Max Target".}}
    1 KB (224 words) - 23:02, 23 May 2023
  • [[Category:Non-player characters]] [[Category:Non-player characters/Enemies]]
    721 bytes (102 words) - 17:38, 12 December 2020

Page text matches

  • Sets a targetname on the triggering player. You might as well use a trigger_changevalue. ...tity_keyvalue|New Player Targetname|netname|New targetname to set onto the player.}}
    479 bytes (69 words) - 00:29, 28 January 2019
  • Common Sven Co-op player start position. Can be toggled on and off. It's possible to make players r {{Entity_keyvalue|New player targetname|netname|If set, every player spawning here will get this string as his/her targetname.}}
    2 KB (306 words) - 00:43, 14 March 2023
  • This entity counts the total number of player slots on the server on map load and triggers its target on the first server {{Entity_keyvalue|Value|frags|Player slots required for this entity to trigger its target.}}
    648 bytes (102 words) - 00:29, 28 January 2019
  • ...s and should not be used. Touching a ladder while falling will nullify the player's velocity and safe him from falling damage. Usually used in combination wi
    760 bytes (114 words) - 16:01, 6 January 2023
  • Removes all weapons and ammo from player. It's possible to also remove HEV suit. * <code>0</code> Activator only: strip only !activator of the script e.g. player who pressed a button that targeted this entity.
    769 bytes (113 words) - 18:07, 24 March 2023
  • |<span style="color: #658098">Player</span> |Player<br>ally
    8 KB (1,650 words) - 15:53, 31 July 2023
  • Gives score points to the triggering player, as can be seen on the multiplayer scoreboard. ...ers receive the specified amount of points, instead of only the triggering player.}}
    554 bytes (82 words) - 00:29, 28 January 2019
  • * [[:Category:Non-player characters|Non-player characters]] ** [[:Category:Non-player characters/Allies|Allies]]
    2 KB (250 words) - 18:14, 1 January 2021
  • ...ust''''' be 18 units up from the bottom of the shape otherwise a crouching player may clip into the floor. ::* 2 = for hull 1 (standing player)
    2 KB (345 words) - 11:38, 27 March 2023
  • |impulse 101||Yes||Give player [[HEV suit]], [[Battery]], all [[weapons]] and [[ammo]] (except for "exclus |impulse 105||Yes||Make the player silent/audible.
    2 KB (243 words) - 21:22, 22 December 2020
  • [[Category:Non-player characters]] [[Category:Non-player characters/Enemies]]
    721 bytes (102 words) - 17:38, 12 December 2020
  • ...ly, it will equip the activating player. Be careful with that, as giving a player things he cannot pick up/carry will spawn and lie around till collected, po {{Entity_keyvalue|Player targetname|target|Set the targetname of a player to be the only one to ever receive equipment from this game_player_equip, i
    4 KB (588 words) - 00:29, 28 January 2019
  • ...layer|If set, the blood splash will be created somewhere at the activating player's head.}}
    1 KB (200 words) - 05:36, 28 January 2019
  • ...ly filters for players in or outside the zone in the moment of triggering. Player's inventory is left unmodified.
    890 bytes (134 words) - 17:20, 24 March 2023
  • .... It's should set it's angle relative to other's entity position. Changing player's angle is unsupported. This entity is bugged and not 100% usable at the mo
    843 bytes (121 words) - 00:29, 28 January 2019
  • area (that are not always visible despite to player's position in the world) you wish to be visible from within the whole map.
    702 bytes (119 words) - 00:29, 28 January 2019
  • ...telligence for both enemy and allied [[Wikipedia:non-player characters|non-player characters]].
    869 bytes (110 words) - 17:47, 12 December 2020
  • {{Entity_keyvalue|Player to Affect"|netname|Player's targetname that will see the effect of this entity.}} ...affecting players with targetnames specified in 'target' field, affect the player who activated the script (e.g. through button or trigger).}}
    2 KB (280 words) - 22:38, 19 March 2023
  • {{Entity_keyvalue|Radius|radius|Radius, in units, in which a player has to be for the ambiental effect to change for him. The ambiental effect * When a player spawns within the radius of an env_sound, he won't be affected.
    1 KB (216 words) - 01:21, 28 January 2019
  • {{Entity_keyvalue|Min Value|frags|Player-count for "Min Target".}} {{Entity_keyvalue|Max Value|health|Player-count for "Max Target".}}
    1 KB (224 words) - 23:02, 23 May 2023
  • 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
  • ...other trigger_effect must apply invisibility with 'Subtract' value to make player visible again. ...yvalue|Target|target|Target to apply effects on. This must be a monster or player. Supports <code>!activator</code>.}}
    5 KB (858 words) - 18:03, 24 March 2023
  • ...s|If specified, all entities with the given class will be affected. Write 'player' in this field to make it hurt players.}} ...magetype|Used for HUD info icon, determines which damage icon appears when player is taking damage from trigger.}}
    2 KB (259 words) - 00:29, 28 January 2019
  • ...vailable on the [[Half-Life Campaign]] and some other maps. When active, [[Player|players]] who die will be respawned as [[Observer mode|observers]], who obs
    519 bytes (83 words) - 17:46, 12 December 2020
  • ...Custom sound file override to play when charger holds no more charges, but player is still attempting to drain more.}} ...ustom Start Sound|CustomStartSound|Custom sound file override to play when player starts using this entity.}}
    3 KB (427 words) - 04:35, 28 January 2019
  • ...the trigger_hurt triggers its target after being activated by an entering player or monster.}} ...affects the frequency at which damage is applied, what damage HUD icon the player sees and decides over eventual damage that is applied even after the trigge
    6 KB (1,035 words) - 00:29, 28 January 2019
  • ...r map like sky texture to use, render distance, replacement files and even player models restrictions. ...slower render. Decrease this value greatly improves performance but causes player to see end of the render plane what looks terrible.}}
    4 KB (657 words) - 18:43, 12 November 2023
  • * Fixed assert message when the player model count is more than 4096. * Fixed an exploit allowing a player to enter a team portal before the initial voting has completed.
    2 KB (377 words) - 17:53, 12 December 2020
  • Weapons can be placed in the level as pickups that will equip the player with the weapon if they do not already have it in their loadout. {{Entity_keyvalue|Custom P_Model|wpn_p_model|You can set the custom player model (p_model) for this item here. It shows on other players when they are
    4 KB (717 words) - 20:08, 12 May 2023
  • An entity to display HUD messages to the player who activated it, or all players. ...s exactly one line break, here is a list showing that in dependence on the player's resolution:}}
    5 KB (874 words) - 13:46, 7 January 2023
  • ...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 {{Entity_keyvalue|Inventory: CAN'T have item|item_name_canthave|Items in player inventory that will fail the test, and disallow usage 
    6 KB (956 words) - 22:10, 13 March 2023

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