SourceFreaks

The Only Official SourceFreaks Board Domain
It is currently Fri Dec 19, 2025 4:26 pm

All times are UTC+03:00


The servers are fully back
I apologize for the delay, but everything is back up


Post new topic  This topic is locked, you cannot edit posts or make further replies.  [ 15 posts ]  Go to page Previous 1 2
Author Message
 Post subject: info_lighting
PostPosted: Sun Jul 06, 2025 5:41 pm 
Offline
za overlord (129)
User avatar
Short description:
The origin of the light
(possibly used the same way as info_target, but for light instead...)
Settings:

Name: The name of our entity, which will be linked to several objects....
Inputs:

Kill: - Delete the entity from the map.

No flags

_________________
Nice boat.


Top
 
   
 Post subject: info_null
PostPosted: Sun Jul 06, 2025 5:42 pm 
Offline
za overlord (129)
User avatar
Short description:

Target of light_spot. Used in places to tell where the lamp light_spot entity will shine

Settings:

Name: The name of our entity, which will be linked to several objects....

Inputs:

Kill: - Delete the entity from the map.

No flags


Top
 
   
 Post subject: info_overlay
PostPosted: Sun Jul 06, 2025 5:42 pm 
Offline
za overlord (129)
User avatar
info_overlay - allows to create any type of decal on the surface of a brush, stretch them and turn them.(created using the "Apply overlay" tool by clicking on a surface of an entity on the 3d Camera window)

Properties:
Material - the same as infodecal, a material to use is specified here. Note: Best to use materials from the decals folder

Brush Faces - specifies on which side of the brush the overlay is located. Each side has it's own number. If we judge the side from the top view an the brush is a rectangle, that means:
1- topside(parallel to the view), 2- bottomside(parallel), 3- left side, 4- right side, 5- upper side(perpendicular to the view), 6- backside(perpendicular)

U start; U end; V start; V End - used for setting up the size of the material. Basically, in the part selected the size of the texture(warning: not the overlay material, but the material itself[relative to scale])

Last parameters are changed the following way(taking into the account we have already created an overlay): With LMB select the entity info_overlay in the map. Select the instrument apply overlays, around the corners ther will be white squares - they are markers, now you can move them around how you like because the material will be stretched. Markers depend on the current grid setting. Using overlays you can create the effect of stretched blood(like someone was dragging someone on the floor :) ).

Flags - none

By the way, this entity is placed into the map, so forget about enabling/disabling it.


Top
 
   
 Post subject: info_snipertarget
PostPosted: Sun Jul 06, 2025 5:42 pm 
Offline
za overlord (129)
User avatar
Short description:
Target for npc_sniper.

Settings:

Name: The name of our entity, which will be linked to several objects....

Parent: The "parent" of our entity. Basically, we set the entity on which the entity will move with

Sweep to speed - The speed at which the sniper will aim at the target. The larger the number, the faster the sniper will aim to it

Group: Basically Name, but is used to group entities together.

Inputs:

Kill: - Delete the entity from the map.
Set Parent: - Sets the entity to a parent(see Parent)
Clear Parent: - Remove the parent

Flags:

Shoot me: kill
No interruptions: Without interruptions
Snap shot: just the flash(?)
Resume if Interrupted: Continue if interrupted


Top
 
   
PostPosted: Sun Jul 06, 2025 5:42 pm 
Offline
za overlord (129)
User avatar
Short description
Controls the connection betwen info_node, which moves into its radius and can turn on/off. as well as creating exceptions

Name: The name of our entity, which will be linked to several objects....

Mins: \
> Changes the region... (width, hegiht, length...)
Maxs:/

Initial State: Turned on or off by default

Allow pass when off: Specifies the name of the entities, which can be moved through even if the controller is turned off.. Basically to create exceptions

Inputs:

Kill - deletes the Entity from the world.
TurnOn - Turn on every link that goes through the radius.
TurnOff - Turn off every link that goes through the radius.


Top
 
   
Display posts from previous:  Sort by  
Post new topic  This topic is locked, you cannot edit posts or make further replies.  [ 15 posts ]  Go to page Previous 1 2

All times are UTC+03:00


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Jump to:  
Powered by phpBB® Forum Software © phpBB Limited