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  • entity self; entity other;
    17 KB (2,133 words) - 12:22, 29 March 2013
  • This is a solid brush with a few extra controls and characteristics. Basically, it has a targetn Additionally, because func_walls are brush entities, they do not create shadows and do not impact on vis compilation t
    1 KB (257 words) - 16:19, 8 September 2014
  • Their most basic function is to simply be triggered by another entity, then trigger another. This on its own is a useless behaviour since you ca ...heir only real reason to exist - saving you from including another trigger brush in your map, since you can flag a trigger_whatever as non-solid.
    1 KB (198 words) - 22:04, 8 November 2015
  • This entity spawns the [[Red Armor]]. target - Will trigger this entity when collected
    1 KB (197 words) - 20:43, 8 September 2014
  • | type = brush | class = [[Func (entity class)|func]]
    3 KB (359 words) - 17:05, 7 August 2019
  • Vector that represents the surface normal directions of the solid map brush that traceline encounters during a call and hitting world. TODO: Will this work on collisions entity to entity?
    400 bytes (72 words) - 00:38, 20 November 2015
  • Didn't know how to actually remove that page/link it properly to the entity guide. ...all the stuff ourselves anyway once we've settled on a proper template for brush entities.
    2 KB (417 words) - 10:47, 5 October 2016
  • ...h. Using the brush you can also lower and raise the terrain with different brush sizes. Holes in the terrain is also supported. ...t with a light-style is as simple as creating a new field inside any light entity called "style", and feed with a number between 1 and 256 (0 is standard lig
    13 KB (2,070 words) - 06:47, 13 September 2023
  • | Quake3 Brush-Plane ...t;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces)
    68 KB (10,377 words) - 06:24, 9 December 2023
  • * Fully supported editing in 3D view (brush and entity creation, all manipulating tools) * Support for common map brush formats: Axial projection, Brush primitives and Valve 220
    2 KB (232 words) - 21:15, 13 December 2018
  • ...etail entity into the [[worldspawn]] as details and remove the func_detail entity. Any number of func_detail entities can be used (useful for grouping) and a ...}. Useful for creating hanging vines or spiderwebs.<br>Combine with a clip brush for fences that can be shot through with hitscan weapons, but blocks moveme
    2 KB (373 words) - 00:23, 15 January 2024
  • * Modifiable entity help * Extendable entity list
    1 KB (172 words) - 23:53, 16 December 2018
  • ...reate a brush in the middle of the room, and make it a [[func_door]] brush entity. Congratulations: You now have a (really basic) door. ...hich direction the door will open, and you can change the angle key in the entity properties to change the direction. Angles -1 and -2 are reserved for verti
    988 bytes (174 words) - 21:46, 15 October 2023

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