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M4a1 skin cs 1.6
M4a1 skin cs 1.6










m4a1 skin cs 1.6

Cycle (cycle) !FGD The current frame of the current animation, on a range from 0-1. Playback Rate (playbackrate) !FGD A multiplier of the framerate at which animations are played, negative values are accepted. Warning: Negative or extremely high values can cause crashes!Īnimating Sequence (sequence) !FGD Default animation sequence for the model to be playing after spawning. Should be used very sparingly! Is Automatic-Aim Target (is_autoaim_target) (in all games since ) !FGD If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs. Lag Compensation (LagCompensate) (in all games since ) !FGD Set to Yes to lag compensate this entity. Avoid expensive operations in this function, as it may cause performance problems. Think function (thinkfunction) (in all games since ) Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number.

m4a1 skin cs 1.6

The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions. Entity Scripts (vscripts) (in all games since ) Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. Effects (effects) !FGD Combination of effect flags to use. Tip: Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds! Flags (spawnflags) !FGD Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.












M4a1 skin cs 1.6