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Half life impulse 101
Half life impulse 101









half life impulse 101

I can’t remember how he convinced our dad to buy it but I am so glad he did. Jingles function using the same system as sprays, and are subject to the same anti-spam cooldown.You might not remember a little known game from 1998 called Half-Life. Sound files must be Source-compatible WAV files under 128KB (512KB in newer engines). Set the sound file for a jingle using cl_soundfile . To enable hearing/playing jingles, set cl_customsounds 1.

half life impulse 101

Spray blood over the brush under the crosshair.

half life impulse 101

(The current weapon just won't be visible.) Not all weapons have holstering sequences.Ĭreates a player spray on the brush under the crosshair. Plays the current viewmodel's holster animation. Supposed to show the shortest path to the nearest air, large, and human nodes respectively. Starts debugging on NPC under the crosshair. Only works on brushes: use mat_crosshair instead, which works on displacements too. Prints the material that player is looking at to console. Prints the class, targetname and model of the entity under the crosshairs to the console. Prints AI state of the NPC the player is looking at to the console. Meant to spawn a "random" gib and seems to be used in Half-Life: Source. Spawns a VPhysics human skull ( models\Gibs\AGIBS.mdl) from inside the player (might land behind you). Gives player health, all weapons, and ammo. Might require item_suit, depending on the game. Gives the player a weapon_cubemap, used to test cubemaps.

half life impulse 101

These are available in most or all Source games. See CBasePlayer::ImpulseCommands(), CBasePlayer::CheatImpulseCommands() and CHL2_Player::CheatImpulseCommands(). Impulse commands are generally used for development functions and/or cheats, and almost all require sv_cheats.











Half life impulse 101