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  • This is an overview over which facilities have ground-level access, afact which may become strategically important if the aliens should
    1 KB (202 words) - 19:53, 21 September 2013

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  • ===Step 2 - Level 1=== Now select the first level brushes by holding {{k|shift}} + {{k|left mouse button}} and drag
    2 KB (248 words) - 08:44, 20 October 2009
  • ...-armed soldiers unconscious for later vivisection or other study, and high-level shock used for attempting to shock soldiers wearing substantial body armor.
    267 bytes (36 words) - 05:18, 16 January 2009
  • ...n the game, you have to give all of your brushes and some of your entities level flags. ...faces of a brush to appear on a level and some faces to not appear on that level.'''
    2 KB (291 words) - 12:13, 11 June 2010
  • ...of noise above which the actor notices something fishy is going on. This level can be affected by remaining TUs(how fatigued someone is), mind, and a new
    812 bytes (140 words) - 11:48, 13 August 2013
  • ...he larger the grid, the more brushes are going to be displayed on the same level at the same time. Because of hardware limitations (more precisely, limitati ...ion, and this is the solution I propose in this article, is to add another level of buildings to the bases. The random map assembly code allows for this, an
    5 KB (789 words) - 11:34, 30 September 2008
  • ==={{done}} Level 1=== ===Level 2===
    4 KB (721 words) - 14:04, 13 August 2010
  • * Overview over [[/Ground Level Access|ground-level access]] of facilities
    1 KB (140 words) - 16:51, 21 September 2013
  • : The highest selectable level (int). Range is 1-8. : Controls light intensity. This is used to uniformly brighten or darken your level. 1.0 is default, all positive floating point values are valid.
    3 KB (467 words) - 10:57, 25 March 2013
  • ...pear at all (whereas brushes with no levelflags set will be shown on every level). * '''spawnflags''': level flags etc
    2 KB (287 words) - 21:39, 16 March 2012
  • ...level they belong to, then each thead contains all the brushes at that one level. Then by using the levelmask value, you can prevent the tracing of levels Now, levels. 0-255(0xff) reflect the selection of the level flags in a
    7 KB (1,199 words) - 23:50, 30 March 2010
  • ;'''level''' ({{Datatype|V_FLOAT}}) : building level
    3 KB (415 words) - 21:21, 27 August 2009
  • * '''spawnflags''': level flags, rotate
    948 bytes (140 words) - 15:53, 16 February 2013
  • void Com_DPrintf (int level, const char *msg, ...) cgi->Com_DPrintf(level, "%s", text);
    3 KB (473 words) - 10:53, 25 March 2013
  • ...l, if the brush should be visible in higher levels. Otherwise adding a new level above or below existing ones will be near impossible.
    3 KB (452 words) - 21:09, 17 October 2009
  • | [[File:ma_2_4.png|400px|thumb|none|the desired result - but some of the level flags are 'inconsistent' now]] There is a major drawback here. The wall pieces lost their level flags! You have to inspect them carefully and fix this problem.<BR>
    8 KB (1,534 words) - 21:43, 16 March 2012
  • ===Level of Details=== ...2, model->lod02.md2, model-lod03.md2. Thus we support up to four different level of details. It's also possible to only provide model-lod01.md2 and skip the
    7 KB (1,071 words) - 19:37, 1 May 2014
  • ...The probe moves fast (around 60-80 TU´s) and its UI is very high (the same level as the pilot), it seeks cover on the battlefield to reduce the chance of be
    1 KB (200 words) - 13:59, 14 August 2010
  • '''CLASSIFIED LEVEL BLACK'''
    1 KB (172 words) - 20:23, 29 July 2016
  • CLASSIFIED LEVEL BLACK
    1 KB (208 words) - 22:30, 14 May 2012

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