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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
  • ...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 (965 words) - 00:29, 28 January 2019
  • ...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 (977 words) - 03:53, 3 April 2023
  • ...same computer used to play. While the listen server is running the hosting player will be present in game. Therefore it's not possible to have a listen serve ...n server is fully dependent on the host player's game running, if the host player leaves their game, it crashes, or loses connectivity, then the server also
    5 KB (848 words) - 01:12, 4 February 2022
  • ...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.}}
    2 KB (352 words) - 05:06, 28 January 2019
  • ...ange from 0 (not audible) to 10 (normal), but ultimately controlled by the player from the options menu.}}
    800 bytes (117 words) - 00:51, 7 January 2023
  • Highly customizable item that can be stored in player inventory based on visual interface, and applies bunch of optional effects ...tity_keyvalue|Description (HUD)|description|It's a description of the item player can read at the the inventory menu window.}}
    13 KB (2,037 words) - 00:29, 28 January 2019
  • |usedby=[[Player]]
    838 bytes (119 words) - 17:32, 12 December 2020
  • ...ield, and the 'Activator' option is selected, the mortars spawns above the player. Note that bombs will be called at '!activator' location during the moment * '''Table''' variant can be seen in Half Life single player campaign- Gordon controls the airstrike area by two momentary button, firs
    3 KB (424 words) - 16:24, 6 January 2023
  • ...et it to '0' so the track train is not moving at map start. Path_track and player controls ...value|Speed (units per seconds)|speed|Maximum speed of the track train. If player controllable, this is a maximum speed level of the train.}}
    4 KB (593 words) - 00:29, 28 January 2019
  • * Fixed crashes caused by bad pointers when initialising multi-player game rules. * Removed duplicate functionality used when a player disconnects.
    6 KB (908 words) - 17:53, 12 December 2020
  • ...nnouncements; think of the announcer in Black Mesa from Half-Life's single player mode.
    883 bytes (138 words) - 05:43, 28 January 2019
  • ...e "Is player ally?" line, as this is becoming less relevant with differing player classes. ...tity variables structure to hold a string with a classification tag, e.g. "player", "human_military", "team1", etc.
    9 KB (1,389 words) - 21:29, 24 January 2021
  • * Key <code>$i_fuel</code> on a player: Store a number to represent jetpack fuel remaining. ...n a player: Store a number to represent which level of security doors this player has access to.
    4 KB (642 words) - 23:40, 13 March 2023
  • ..._flag|1|Use activates|If set, the button_target can also be activated by a player using it. This is enabled by default!}}
    939 bytes (147 words) - 05:25, 28 January 2019
  • ...se engine diagnostic settings (such as '''gl_wireframe''') even in a multi-player game. If a cheat command is attempted and these conditions are not met the player is told why, and the server will log this event (or print it in the console
    5 KB (834 words) - 21:41, 22 December 2020
  • {{Entity_keyvalue|Is player ally|is_player_ally|If this op4mortar is set to fire automatically, this de ...an be damaged by the projectile's explosion in the first place. The firing player can always get hurt.}}
    3 KB (462 words) - 00:29, 28 January 2019
  • ...tomatically when a player steps on it. It's also automatically called when player waits for it at the top of the whole travel altitude.
    3 KB (493 words) - 16:34, 6 January 2023
  • ...ity was used to create the usable vending machines in the Half-Life single player.
    1 KB (170 words) - 05:34, 28 January 2019
  • A brush entity, which can be triggered by the player by issuing his 'Use'-command on it while standing next to it and looking at ...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
    9 KB (1,562 words) - 14:25, 1 May 2023
  • in Half-Life's single player mode in the Black Mesa experiment accident scene. This creates many tempora
    920 bytes (142 words) - 00:29, 28 January 2019
  • {{Entity_flag|2|Touch|If set, this func_breakable will break as soon as a player touches it. If a delay before fire is set, the func_breakable will wait for ...this func_breakable can be repaired, as in, have its health restored, by a player 'attacking' it with weapon_pipewrenches' primary attack, for the amount of
    5 KB (755 words) - 17:43, 6 January 2023
  • * locked sound --> the sound playing when player attempt to open the locked door. The door can be locked by setting up a mas * use only --> door only opens when receiving USE input from player. Disables touching opening.
    3 KB (489 words) - 23:49, 7 April 2023
  • {{Entity_flag|4|Set ammo to new max|Replenishes player(s) ammo to maximum.}}
    1 KB (178 words) - 00:29, 28 January 2019
  • * Fixed crash during kick-ban vote while player is not connected. === Single Player Campaigns ===
    4 KB (670 words) - 17:53, 12 December 2020
  • * Added check to prevent invalid sound names in the media player playlist file from causing a negative array index to be used. ...ed new CVAR &amp;quot;sv_log_player_deaths&amp;quot; that controls whether player deaths are logged. (On by default)(
    11 KB (1,690 words) - 17:52, 12 December 2020
  • ...nario puts the Zombie behind the counter. It will want to walk towards the player but it will fail since it can't determine a clear path. The AI might be sma ...dance and determine the fastest path from its current node to the node the player is currently closest to (indicated by the red line).
    10 KB (1,805 words) - 20:10, 6 January 2023
  • ...tomatically when a player steps on it. It's also automatically called when player wait for it at the top of the whole travel altitude. This entity requires a
    4 KB (562 words) - 16:38, 6 January 2023
  • | RelPls ||Client||HUD, Media player||||reload playlist | DecVol ||Client||HUD, Media player||||decrease media player volume
    18 KB (2,319 words) - 18:14, 12 December 2020
  • * Added check in say text to prevent the local player from blocking their own chat. * Fixed the scoreboard never showing player #32.
    11 KB (1,765 words) - 17:52, 12 December 2020
  • ...h Summer activities. This update includes a very important crash fix for a player naming exploit, a few bug fixes, and a new map by Nih. ...rning' and sacrifice it at an altar in the map's centre to revive a single player at a time.
    11 KB (1,628 words) - 17:53, 12 December 2020
  • {{Entity_flag|512|Can use w/o LoS|Player can pick up this weapon even when it's not in his line of sight.}} ...lags are selected, the item can only be collected via trigger, but only if player is the !activator.
    3 KB (548 words) - 00:29, 28 January 2019
  • * Parallel: Always face the player * Parallel Upright: Sprites rotates around vertical axis to always face player, but it's fixed to this axis
    4 KB (579 words) - 21:17, 28 May 2023
  • * Fixed a crash if a '''func_tank''' is removed while being used by a player or NPC. * Fixed a crash if a player tries to use '''func_tankcontrols''' that points to removed tank.
    11 KB (1,716 words) - 17:53, 12 December 2020
  • {{Entity_keyvalue|Locked Sound|locked_sound|Sound to play when a player tries to open the door but it's locked because it has a targetname or uses {{Entity_keyvalue|Locked Sentence|locked_sentence|Sentence to play when a player tries to open the door but it's locked because it has a targetname or uses
    15 KB (2,489 words) - 00:29, 28 January 2019
  • ...es target when monster dies, 'hear player' fires target when monster hears player e.t.c.).}} {{Entity_keyvalue|Is Player Ally|is_player_ally|Set whether the spawned monster is an ally or a foe of
    9 KB (1,530 words) - 09:30, 7 May 2023
  • | The time (seconds) a player must wait before making their spray again. ''0'' will remove this delay, bu Allow players to use cheat commands. If the server is for Internet use the player slots must be 3 or less for players (non-administrators) to use cheats.
    15 KB (2,418 words) - 17:44, 12 December 2020
  • For example, you cannot use this to exclude a player with a specific targetname from triggering a [[trigger_multiple]] by walkin
    2 KB (328 words) - 17:56, 15 March 2023
  • {{Entity_keyvalue|Locked Sound|locked_sound|Sound to play when a player tries to open the water but it's locked because it has a targetname or uses {{Entity_keyvalue|Locked Sentence|locked_sentence|Sentence to play when a player tries to open the water but it's locked because it has a targetname or uses
    17 KB (2,782 words) - 00:29, 28 January 2019
  • {{Entity_keyvalue|Make Player Allys|respawn_as_playerally|Set whether the spawned monster is an ally or a
    2 KB (346 words) - 05:57, 28 January 2019
  • {{Entity_flag|2|Followers only|Speak only if this monster is following player (by 'USE' follow command).}}
    2 KB (363 words) - 12:32, 5 February 2023
  • ...uto Return|Button turns back to it's starting position automatically after player stop using it. Enables "Auto-return speed".}}
    2 KB (379 words) - 00:29, 28 January 2019
  • * [MP3 player] Added new commands "cd list" and "mp3 list" - prints the current track lis * [MP3 player] Fixed MP3 music not playing in some games when loading new map (i.e. "c0a0
    11 KB (1,669 words) - 17:54, 12 December 2020
  • * Roll angle has been restored from pre-Steam Half-Life. The player's view will now roll slightly when strafing from side to side. It is contro * Roll angle has been restored from pre-Steam Half-Life. The player's view will now roll slightly when strafing from side to side. It is contro
    11 KB (1,701 words) - 17:53, 12 December 2020
  • ** '''Player Password''': Allows you to set (or unset) a password required for players t Here is a simple example to start an 8-player server on map stadium4 listening on port 27015 with logging enabled:
    6 KB (1,063 words) - 17:45, 12 December 2020
  • * Fixed an issue where the active weapon wouldn't get detached from the player when he died and used cheats to revive himself. * Fixed the player's MP5 only pre-caching and using 1 sound instead of all 3.
    9 KB (1,396 words) - 17:54, 12 December 2020
  • * Added log entries for a non-valid player edict leaving. ...g CVARs "cl_outline_sounds" and "cl_spectrum_debug" are no longer saved to player's config file.
    16 KB (2,504 words) - 17:54, 12 December 2020
  • ...ake on the colour and intensity of that light. In the screenshot below the player is standing on a red light spot and thus becomes the same shade of red. ...vates it. Finally, go into your Map Properties and set the sky you want to player to begin with.
    10 KB (1,776 words) - 14:52, 14 March 2023
  • * game_end: Fixed the most recently shown player HUD message showing again during the intermission. * trigger_changelevel: Now creates a player HUD message when a level is changing so it's more obvious as to why a brief
    9 KB (1,453 words) - 17:54, 12 December 2020
  • ...pecific other entity. For example, you can have all entities of classname "player" trigger a [[trigger_condition]], or all entities with targetname "zombie"
    4 KB (548 words) - 15:43, 4 May 2023
  • ...mmand '''teleport''' expecting X, Y, and Z target co-ordinates to move the player to. * Fixed certain players/servers being unable to retrieve player extras (donor/staff) features on-line due to a binary unsafe operation.
    25 KB (3,778 words) - 17:51, 12 December 2020
  • {{Entity_keyvalue|Locked Sound|locked_sound|Sound to play when a player tries to open the door but it's locked because it has a targetname or uses {{Entity_keyvalue|Locked Sentence|locked_sentence|Sentence to play when a player tries to open the door but it's locked because it has a targetname or uses
    9 KB (1,440 words) - 04:16, 28 January 2019
  • {{Entity_keyvalue|Locked Sound|locked_sound|Sound to play when a player tries to open the door but it's locked because it has a targetname or uses {{Entity_keyvalue|Locked Sentence|locked_sentence|Sentence to play when a player tries to open the door but it's locked because it has a targetname or uses
    9 KB (1,510 words) - 04:03, 28 January 2019
  • ...yers firing their RPG no longer need to worry about suicide due to another player running in front of them.) * When a player is revived (by anyone) whilst observing they may respawn with a rolled view
    29 KB (4,649 words) - 03:44, 18 January 2021
  • At the start of each round, each player is assigned to a random 'civilian' role. Rounds last seven to eight minutes ...ars when players enter observer mode will now mention reviving only if the player didn't get gibbed.
    22 KB (3,542 words) - 17:54, 12 December 2020
  • * Player spawn points are now selected at random (from those that are active) with n ** '''grenade''' and '''stuck''' can't be used while the player is a Barnacle victim.
    24 KB (3,696 words) - 17:51, 12 December 2020
  • * Fixed an issue where the Geiger counter never stopped "clicking" if the player entered observer mode after dying in a radioactive area. * Fixed an issue where train controls would stay visible on player's HUD if he died while operating train and then got revived.
    26 KB (3,984 words) - 17:54, 12 December 2020
  • ...mera" will no longer switch off for all other players using it if just one player disconnects whilst using it. * Water fog colour is now calculated by checking the current water volume the player is in, instead of by last drawn water poly surface.
    10 KB (1,470 words) - 13:06, 21 August 2021
  • A brush entity, which can be triggered by the player by issuing his 'Use'-command on it while standing next to it and looking at
    5 KB (777 words) - 23:25, 14 January 2023
  • ...le '''adminsfile''' (pointing to "'''admins.txt'''" by default). To give a player administrative status simply write their Steam ID on a line in this file. Y ...be running a listen server (e.g.. for a temporary map test session). As a player hosting a listen server, you are automatically given the ownership status.
    14 KB (2,237 words) - 21:22, 22 December 2020
  • ** Show whether that means the class is player allied or not.
    4 KB (563 words) - 17:54, 12 December 2020
  • ...'ve donated in a previous version of Sven Co-op, will I still have my cool player bonuses in the Steam release? == ...roductions, or your game is unaware that the server has told you that your player is meant to have a HEV suit. If you're finding this issue is happening on a
    23 KB (3,859 words) - 03:31, 28 December 2023
  • ...dividual (point entity): Changes the visual appearance of entities for one player or a group of players. ...: env_render_individual. Changes the visual appearance of entities for one player or a group of players.
    41 KB (6,582 words) - 17:53, 12 December 2020
  • * Fixed only one player getting a medkit after the intro. * [Medkit] Front of player and world model looks more like the view model. Back has been redone.
    16 KB (2,540 words) - 17:53, 12 December 2020
  • | decalfrequency || 30 || ext, prot |||||| The time (seconds) a player must wait before making their spray again. <code>0</code> will remove this ...ger than headcrabs when grappled rather than the monster being pulled to a player.
    43 KB (5,770 words) - 20:50, 11 February 2024
  • ...with origin brushes is encouraged, as that is seen in the Half-Life single player! The ring always aligns itself to lie on the horizon of either of the two p
    7 KB (1,126 words) - 15:14, 30 April 2023
  • ...ad the bsp, and will not result in "Map differs from server" errors when a player who already has the unmodified version of the map tries to connect to the s
    6 KB (1,121 words) - 12:51, 28 August 2023
  • ...ent Evil: Awakening' map pack override the default model with a hungerzork player model, causing 100% CPU usage when players first encounter the model, makin
    5 KB (862 words) - 17:53, 12 December 2020
  • ...nt to same some clipnodes, you can use "-cliptype simple" which will shift player models a few units upward on sloped floors. If you want to use the new HLCS ...nt. They are placed along the walls and floors of your level, so that they player cannot pass though them. However, like everything else in the Half-Life uni
    23 KB (3,817 words) - 04:21, 18 March 2023
  • ...system by using the new entity ''item_inventory'', which is an item that a player holds on to for trigger rules and/or side-effects. Some example possibiliti ** A key item must be carried by a player to a locked door, rather than it instantly becoming unlocked for rushers to
    88 KB (13,870 words) - 17:51, 12 December 2020