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  • // precache any models used in your objectives here // simply place an entity like a script_origin at the objectives location, give it a targetname and call it before our objective line ...
    4 KB (545 words) - 16:07, 13 January 2011

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  • ...l objectives need to be made current in addition to the previously current objectives. ...
    772 bytes (115 words) - 02:29, 1 August 2009
  • ==Objectives== ...
    807 bytes (118 words) - 14:10, 17 July 2011
  • |Summary=Set the description string for an objective, without posting an "objectives updated" message ...
    508 bytes (70 words) - 02:27, 1 August 2009
  • // precache any models used in your objectives here // simply place an entity like a script_origin at the objectives location, give it a targetname and call it before our objective line ...
    4 KB (545 words) - 16:07, 13 January 2011
  • |Summary=Set an additional position for objectives with multiple positions ...
    538 bytes (74 words) - 02:29, 1 August 2009
  • |Summary=Sets the team that the objective is for. Allows having different objectives for each team ...
    456 bytes (71 words) - 02:27, 1 August 2009
  • ...ently being done. If none specified, there's no current objective. Current objectives that are not specified to still be current, are set to active. ...
    629 bytes (87 words) - 02:29, 1 August 2009
  • {{Note|This guide will tell you how to create objectives in COD4 easily as well as infinite health for your teammates.}} *If you want more objectives, create more triggers. Replace the value with obj2, obj3 and so on. ...
    6 KB (836 words) - 15:25, 23 February 2012
  • * [[Call of Duty 5: SP - Objectives|Setup Objectives]] ...
    2 KB (253 words) - 19:51, 9 February 2012
  • ...player don´t get stock and how are the spawnpoints set in relation to the objectives. all those points and many more, defines whether or not you map have a good ...
    2 KB (267 words) - 21:27, 18 July 2009
  • ...ives) when designing the layout. For S&D it's critical to be able to reach objectives from several directions, in order to keep gameplay fun. And as S&D is fun, Every layout needs at least 3 main routes to the objectives. One would cause a bottleneck and hardly any choice to go somewhere. This w ...
    7 KB (1,158 words) - 14:15, 30 November 2015
  • ...ives) when designing the layout. For S&D it's critical to be able to reach objectives from several directions, in order to keep gameplay fun. And as S&D is fun, Every layout needs at least 3 main routes to the objectives. One would cause a bottleneck and hardly any choice to go somewhere. This w ...
    7 KB (1,218 words) - 06:46, 23 February 2012
  • ...d can be referenced in the script. Entities include players, dropped guns, objectives, script_models, etc. ...
    3 KB (561 words) - 21:34, 28 July 2009
  • If you like guarding objectives or sitting in one place and spamming bullets for a long time, these guns ar ...
    4 KB (611 words) - 02:09, 23 October 2008
  • 2 objectives to destroy. Longest rounds. Custom targets and new effects for some maps. ...
    6 KB (895 words) - 22:08, 9 February 2011
  • The high-resolution, high-frame rate objectives for Call of Duty: World at War put considerable demands on the target platf '''Visual Adrenaline:''' What were your programming objectives for the release of Call of Duty: World at War? What new technologies did yo ...
    13 KB (2,194 words) - 19:20, 16 July 2010
  • ...lancing improvements. Players are no longer auto balanced while completing objectives. ...
    8 KB (1,140 words) - 16:53, 28 May 2011
  • ...d can be referenced in the script. Entities include players, dropped guns, objectives, script_models, etc. ...
    21 KB (3,524 words) - 14:25, 10 November 2008
  • ...d can be referenced in the script. Entities include players, dropped guns, objectives, script_models, etc. ...
    22 KB (3,596 words) - 23:22, 28 June 2011