nyuuzyou/wikis huggingface dataset:
Aperture Science

Aperture Science is the mysterious research corporation behind the plot of Portal. 
According to its website, Aperture was founded by Cave Johnson in 1953 as a manufacturer of shower curtains. 26 years later, Aperture began development of the 'man-sized ad-hoc quantum tunnel through physical space with possible applications as a shower curtain,' also called the 'Portal.'
Aperture eventually created the Aperture Science Handheld Portal Device, and built the Aperture Science Enrichment Center to test it. They also created GLaDOS in response to the news that Black Mesa was working on a similar portal technology.
The game, Portal, is set mostly in the test chambers of the Aperture Science Enrichment Center. After escaping the test chambers (and near-death), the player finds that the Enrichment Center is deserted, with abandoned desks and disconnected phones. It is apparently run only by GLaDOS.
== External links ==
* on the Portal Unofficial Wiki
Category:Portal ContinuityCategory:PortalCategory:Portal 2
Apex Legends

is the award-winning, free-to-play Hero Shooter from Respawn Entertainment. Master an ever-growing roster of legendary characters with powerful abilities, and experience strategic squad play and innovative gameplay in the next evolution of Hero Shooter and Battle Royale. The game is a spinoff title of Titanfall series, and was set in the Titanfall universe.
Like and , also used the heavily modified version of the engine under the , but the engine has been improved to allow higher draw distances and a larger game map, this apparently pushed the engine to its limit and as a result, the game has compromises on dynamic display resolution, and this led to the console ports and low end PCs suffering from lower image quality & framerate. Apex Legends also removed several files which are common in other Source games, such as , and other files.
The game also drops support for HBAO+ ambient occlusion and MSAA, the latter was common on most Source engine games (and still available in , which is a game), replacing it with SSAO and TAA respectively. This is also the only Source engine game to support DirectX 12 by using launch option. Furthermore, since around Aug 2023, Respawn removed all remaining VPK files and moved it to the proprietary RPAK format.
There was also a mobile port of this game, which is no longer available and its servers have been shut down. These versions used Unreal Engine 4 instead of the Source engine.
== Features ==
=== Renderer ===
; Direct3D 12 (DX12) renderer
: Currently the only Source engine game to support DX12. Can be enabled using "" command line.
; Screen Space Ambient Occlusion (SSAO)
: Replaces HBAO+ ambient occlusion.
=== Networking ===
; Cross-play support
: Apex Legends can connect to other platforms/consoles.
: Cross play is supported on the following platforms: PC (EA App & Steam), PlayStation, Xbox, Nintendo Switch.
=== Easy Anti-Cheat ===
Instead of using like most Multiplayer GoldSrc, Source & Source 2 games, and few other titles using other engines, Respawn Entertainment opted to use Easy Anti-Cheat, made by Epic Games and the same Anti-Cheat used in Fortnite, most games and many others. This is more advanced than VAC, as Easy Anti-Cheat runs on kernel.
==External links==
*Apex Legends on EA
*Game updates on EA
*Forums on EA
*Apex Legends on Wikipedia
*Apex Legends on PCGamingWiki
*Apex Legends on Liquipedia
*Apex Legends on YouTube
*Apex Legends Global Series on YouTube
Category:Titanfall engine branch games
Category:Console Games
Category:Xbox One games
Category:Xbox_360_games
Category:PlayStation 4 games
Category:Xbox_Series_X/S_games
Category:PlayStation 5 games
Application not found

You may be getting this error when trying to start a steam:// URL because of a faulty registry. This problem may occur if you transfer Steam to a different drive/directory.
==Possible solutions==
1. To repair it, you should change the value of HKEY_CLASSES_ROOT\steam\Shell\Open\Command so it matches to that of the new drive/directory.
===Example===
If your old Steam directory was C:\games\Steam, then the value of the key should look like this:
"C:\games\Steam\steam.exe" "%1".
Then, if you moved Steam to D:\games\Steam. The new key value should be changed to reflect the transfer:
"D:\games\Steam\steam.exe" "%1".
2. Another solution for this problem, for those of you who don't want to mess with the registry is to re-run the Steam Installer and specify the new directory you will be using for Steam when completing the installation process.
Category:Steam
Applying Data Driven Modifiers from script

It's possible to freely apply custom data-driven modifiers from VScript using the following function.
=== CDOTA_Item_DataDriven ===
'''
Function 	Signature 	Description
ApplyDataDrivenModifier	void ApplyDataDrivenModifier(handle source, handle target, string modifier_name, handle modifierArgs)	
Hopefully you've noticed this function belongs to objects of the Item type. It's used along with a data-driven item definition containing your data-driven modifiers.
	"item_modifier_master"
	{
		"ID"							"1010"
		// General
		//-------------------------------------------------------------------------------------------------------------
		"AbilityBehavior"				"DOTA_ABILITY_BEHAVIOR_NO_TARGET | DOTA_ABILITY_BEHAVIOR_IMMEDIATE"
		"BaseClass"						"item_datadriven"
		// Stats
		//-------------------------------------------------------------------------------------------------------------
		"AbilityCastRange"				"100"
		"AbilityCastPoint"				"0.0"
		
		// Item Info
		//-------------------------------------------------------------------------------------------------------------
		"Modifiers"
		{
			"modifier_custom"
			{
				"TextureName" "item_greater_salve"
				"EffectName" "particles/items_fx/healing_flask.vpcf"
				"EffectAttachType" "follow_origin"
				"Properties"
				{
					"MODIFIER_PROPERTY_ATTACKSPEED_BONUS_CONSTANT" "100"
			
		
				}
			}
		}
}
And the script:
local ModMaster = CreateItem("item_modifier_master", nil, nil) 
ModMaster:ApplyDataDrivenModifier(unit, unit, "modifier_custom", {duration = 3})
Applying Materials

Materials, or Textures, are the designs applied to the surfaces of solids (Brushes). These materials show what a given solid is made of (brick, steel, sand, etc.). So, while solid brushes give your level form, materials indicate function, create atmosphere and bring your level to life. Skilled application of materials is one of the most important aspects of creating a good level. The tools in the Hammer Editor give you easy access material with various visual properties.
The materials for the Source Engine are stored in directories within the game directory, separated by logical categories. A material is a text file with the extension .VMT that describes how the texture is rendered in the engine. VMT files point to the separate Texture files that make up the look of the material. Individual Texture files can be used for color, specularity, transparency, etc. Together, they make up the combined look of the material.
== Basic texture application ==
Your first encounter with Materials will most likely be through the Textures toolbar.
The Textures toolbar shows the current materials, and lets you select a new material. The Current Texture drop-down list shows the last eight Materials used, then continues with a list of the remaining Materials.
The Browse... button opens the Texture Browser, where you can select from all available Textures.
This window contains a list of the Materials currently available. Double-clicking a material in the list selects it as the current material and close the Texture Browser. The material you selected will now appear in the Textures toolbar.
So to apply a material to an object:
# Click Browse... on the Textures toolbar.
# In the Texture Browser, find a material you wish to apply, and double-click it.
# Select a brush you wish to apply the material to with the Selection Tool on the Map Tools toolbar.
# Click the Apply Current Texture button on the Map Tools toolbar.
* See the Textures toolbar and Texture Browser for more detailed information on their functions.
== Texture Application Mode ==
You will eventually need to modify a texture in some way, like to rotate or scale it. The Face Edit dialog (Texture Application mode) allows you to manipulate the texture properties of selected brush faces. Texture Application mode is entered by clicking its icon on the Map Tools toolbar, or by pressing +.
* To select a brush face, click on it in the 3D view with the left mouse button.
* To select multiple faces, hold down the key while you do this.
* You can also select multiple Brushes before selecting the Texture Application tool.
* See the Face Edit Dialog for more information on all the capabilities of the Material tab.
Category:Level Design
Category:Hammer
Applying Textures/v2draft

Our next job is to change our room's textures. A texture is simply an image that covers a 3D surface. Because this is Source we are using materials, but you can ignore that fact for now. We'll call them textures for the time being. This is only a very simple guide to get you used to the principle of applying textures: if you want more depth, including how to texture individual faces and some useful shortcuts, see ???.
 
#In Hammer, all texture work is done with the Texture Bar, which by default can be found to the right of the screen (1). As you can see, the texture displayed in the thumbnail view is the same texture that all of our surfaces are using: this is because new brushes are always created with the last selected texture. The default texture might make a good floor, but it doesn't look to good covering the whole room! Click on Browse... and we can choose a new texture from the database of available ones from the Texture Browser. There's a heck of a lot of stuff in here and it can be very easy to get lost. To make things a little more ergonimic you can change the size of the thumbnails, if you like. Choose 128x128 from the Size drop-down list (a).
#Now that we have a better view, it's time to choose a texture. For the purpose of this tutorial, choose brick/brickwall017b. If you have trouble finding it, try typing part of its name (preferably 017b, as it is the most unique) into the Filter box (b). When you have found the texture (c), double-click it and the Texture Browser will close and you will see the texture we just chose as the thumbnail in the Texture Bar. This means it is active, and we can start using it!
#Left click one of the wall brushes in your room. This is easiest in the 3D view. To apply the texture, click Apply Current Texture to the left of your Hammer window, in the Maptools Bar (2). The wall will change to show the texture we have picked (3). Don't worry if your texture ends up offset for now.
#It's no use only texturing one wall of course. Rotate the camera in the 3D view using the technique you learned earlier and perform the same action on the remaining three walls: select them in the 3D view, then click Apply Current Texture. You can hold down the Ctrl button to select multiple brushes at the same time.
You've just about got the hang of texturing now. If you want to experiment some more, try adding textures to the floor and ceiling. concreteceiling002a is a good choice for the ceiling, and concretefloor001a works well for a floor. When you are happy, our next step is to add some entities!
Category: Level Design
Category: Tutorials
Archer proxy

fires arrows in a similar way to Mann Vs. Machine archer bots. will do the following actions upon creation:
# Enter the HIDDEN state where it does nothing for RandomFloat(0.1, 1) * tf_archer_proxy_fire_rate ticks and doesn't show its model. 
# Enters an EMERGE state and shows its model, but still does nothing for one second. 
# Enters the AIM_AND_FIRE state where it picks targets visible from its sight (both RED and BLU players/bots) and fire arrows at them every second.
# If it has no targets to shoot, it will hide its model and enter the HIDE state until it finds targets to shoot, after which it will go back to the AIM_AND_FIRE state.
==Outputs==
Array

Arrays are a set of s of the same type with a built in capacity
An example of an array is below:
 int lotsOfInts[100];
This declares an integer array, with at maximum 100 members.
This is because when a compiler sees the 100 within the braces it knows to allocate enough memory to the array to hold 100 integers.
When accessing a member of an array it is important to remember that they are numbered starting at zero.
Therefore
 	lotsOfInts[3];
actually refers to the 4th integer member of the array.
Strings can be created by making a character array, as seen below.
 	char thisIsAString[5];
 	thisIsAString[0]='H';
 	thisIsAString[1]='e';
 	thisIsAString[2]='l';
 	thisIsAString[3]='l';
 	thisIsAString[4]='o';
Or this can be performed in one action as follows:
 	char thisIsAString[5] = {'H','e','l','l','o'};
The same style of setting up an array applies to any type of variable.
However strings are more commonly stored in a char*, a character pointer.
pointers can be used fairly similarly to arrays 
Array members can also be accessed via pointers.
Custom classes can be used in arrays.
 
Vectors are an alternative to arrays that allow more mathematical operations suited to manipulating various quantities related to geometry and physics, such as force vectors and normal vectors.
Category:variables
Arrival departure transition ents.vmf (Portal 2)

Contains some of the basic entities needed to ensure smooth transitions between levels. Also contains the instances transition_entry.vmf and transition_exit.vmf, whose relevant content will be listed here as well. It is typically found in: C:\Program Files\Steam\steamapps\common\portal 2\sdk_content\maps\instances\
These entities are handled by the "sp_transition_list.nut" VScript triggered in transition_entry.vmf.
For more information on transitions, see Level Transition (Portal 2).
==func_instance_info_parms==
Variable 	Value Type	Default
$arrival_video 	string 	media/entry_emergency.bik
$departure_video	string 	media/exit_emergency.bik
==Notable Entities==
Entity 	Targetname
env_fade 	exit_fade
game_text 	@chapter_subtitle_text
game_text 	@chapter_title_text
game_text 	@end_of_playtest_text
logic_relay 	@debug_change_to_next_map
logic_relay 	@debug_dump_map_bat_file
logic_relay 	@display_chapter_title
logic_relay 	@transition_from_map
logic_script 	@transition_script
point_changelevel 	@changelevel
point_clientcommand	@command
trigger_transition 	@transition_script
vgui_movie_display 	@arrival_video_master
vgui_movie_display 	@departure_video_master
logic_script 	logic_script 	logic_script 	logic_script	logic_script
Targetname 	Entity Scripts 	Script Think Function	 	
@transition_script	sp_transition_list.nut	Think 	 	
===transition_entry.vmf===
Entity 	Targetname
info_landmark_entry	
info_player_start 	
trigger_once 	
===transition_exit.vmf===
Entity 	Targetname
info_landmark_exit	
point_teleport 	@exit_teleport
trigger_once 	transition_trigger
Category:Tutorials
Category:Portal 2 Level Design
Artifact

Category:Steamworks games
 is a trading card game developed by Valve in collaboration with Richard Garfield, similar to games such as Magic: The Gathering and Hearthstone. It's developed in the Source 2 engine, similar to , which Artifact was based on. It is set in the same universe as .
The game was largely criticized and review bombed by many players who were disappointed with Valve abandoning the Half-Life series at the time, aswell as calling it "pay-to-win", even prior to Artifact being released. When the game released, the game would later quickly lost 97% players and Valve was planning to address the issues related to the game. The player count continued to drop throughout the year, to the point that Valve ended up decided to stop developing Artifact 2.0, and releasing both versions of Artifact (Classic, the original release and Foundry, aka Artifact 2.0) for free.
==History==
The game was announced at The International 2017 and released on November 28, 2018. It was praised for its gameplay and visual style, but panned for its monetization scheme, which some users considered to be pay-to-win. Due to feedback and a sharply declining player based, Valve announced roughly five months after launch that they would rework the game to address its underlying issues in a blog post.
Artifact's main designer, Richard Garfield has since been layed off by Valve and isn't working on the game anymore. In an intervew, Garfield said that he believes the game could be saved, however he "isn't interested in damage control".
As of today, due to low player count, criticism from players and other continued issues, Valve has released both version of Artifact: Foundry (also known as Artifact 2.0) and Classic (original release of Artifact) as Free to Play.
==Features==
*Running on Valve's new engine, Source 2.
*Direct integration with the Steam Marketplace.
*Advanced, intelligent Bots to play against.
*A Deck Code API allowing users to share deck codes amongst each other.
==System Requirements==
*Artifact Classic seems to require Vulkan-capable GPU on Linux-based OS.
*Artifact Foundry requires Vulkan-capable GPU on Linux-based OS.
==External links==
*Official Website
*Animated Launch Trailer
*"Towards a better Artifact" - Blogpost announcing overhaul of the game
Assault on Overwatch

Assault on Overwatch was a short mod in development. Set in the universe, Gordon Freeman would have led a team of rebels through Combine-controlled forest territory. His squad's mission would have been to destroy Overwatch Broadcast Node #128. Destroying this structure would have killed communications for Combine forces all across the forest, making them much easier for the Resistance to kill off. Along the way, the player would undoubtedly have encountered numerous groups of Combine forces, including Combine snipers.
There have been no updates on the mod since July 2nd, 2010.
== History ==
The mod originally started as a single map for the Planet Phillip "Sniperville" Competition. The idea behind the contest was that the entrant had to build one single-player map, that involved the player interacting with "a Combine sniper" in an interesting way. zonbie entered the contest but fell short of the deadline. And thus, this mod was born.
== External links ==
*
Category:Half-Life 2
Category:Half-Life series mods and fangames
Assault rallypoint

It specifies a point used to rally NPCs for assault behavior. Used with either an or the Assaultinput available on some NPCs. All assaults begin at an assault_rallypoint. NPCs move to these points when cued for an assault, optionally waiting here, before commencing the assault by heading to an .
==Limitations and bugs==
*A rallypoint can only serve one NPC per assault. If multiple NPCs are required to assault at the same time, each needs their own rallypoint. There may be a solution to this but it is not yet documented. Use of wildcards can make the assignment of individual NPCs to individual rallypoints easier.
*NPCs will always turn to face in the direction the entity is set to when arriving at a rally point. This is might look unnatural in some cases.
==Keyvalues==
==Outputs==
Category:AI
Asset Browser

The acts as a hub for launching all of the engine tools available in the game's Workshop Tools (, , , , etc...). 
This includes , , , , and the for example. Assets by default will launch their associated editor when double clicking the asset in the Asset Browser.
__TOC__
* The icons at the top of the Asset Browser can be used to launch any of the available tools.
* The Asset Browser is used to browse, filter, and edit content for a custom addon.
== Preview pane ==
Shows a preview of the selected asset. This section also contains information on asset dependencies such as models and their associated materials. All dependencies for any given asset will be displayed here.
== Asset list pane ==
=== Name Filter ===
Type in an asset name or part of one to list matching assets in all loaded mods.
=== Saved Search ===
Displays any saved searches and if none are found you can create one.
=== Grid/List Toggle ===
Toggle between a grid view and list view of any assets. This view is filtered by any settings selected in the Filter, Mods, or Asset Types.
=== Mods ===
Used to select what mod directories are loaded. Usually this will include all base Dota 2 content in addition to the addon that was launched.
=== Asset Types ===
Display assets by selected type only or all types.
=== Filter ===
Allows complex filtering of assets based on simple rules.
== Working Sets ==
Working set are used to build and customize a set of assets to easily recall as a group. By default, this contains directories for quickly locating groups of assets. For example, if looking for trees, browsing to the /models/props_tree directory to see any trees.
Working sets can also be defined by the user by creating a new set and adding assets to it. This can be useful when a set of different assets are being worked on together.
Category:Official Tools
Category:Official Source 2 Tools
Asw alien goo

This entity creates an animated object which behaves like the biomass in Alien Swarm. 
When the player touches it, he will be hurt and it can be destroyed using fire. This entity will constantly play its worldmodels idle animation.
 
== Keyvalues ==
== Inputs ==
== Outputs ==
== See also ==
*List of Alien Swarm entities
Category:Alien Swarm Entities
Asw drone

Drones are the most common enemies in the game, serving as the weak, hiveminded grunts of the Swarm's army. They often appear in large groups created by . Drones have several unique behaviors and animations available which change how they're fought in different environments.
__TOC__
===Subclasses===
Drones have two "sub-classes" which differ in minor ways:
* asw_drone_jumper is a drone capable of jump navigation. can control where they jump.
* asw_drone_uber is a much stronger drone which moves slower and has a lot more health. 
==Keyvalues==
==Flags==
==Inputs==
==Outputs==
Category:Alien Swarm NPCs
Category:Climbing NPCs
Asw env explosion

== Entity description ==
An entity that creates an explosion at its origin. Identical to env_explosion, except it has more features in use with Alien Swarm. 
One significant difference between this explosion entity and the normal env_explosion is the look and sound of the explosion. The asw_env_explosion produces a "heat ripple" look, has a larger fireball, and the blast sound is "wetter".
== Keyvalues ==
== Flags ==
* 1 : No Damage
* 2 : Repeatable
* 4 : No Fireball
* 8 : No Decal
* 16 : No Sound
* 32 : Damage above surface only
* 64 : Generic damage
== Inputs ==
== Outputs ==
Asw env shake

== Entity description ==
An entity to control screen shake on marines. Identical to env_shake, except it has more features in use with Alien Swarm. When triggered, this entity will cause the screen off players in a given radius to shake.
== Keyvalues ==
== Flags ==
* 1 : GlobalShake
* 4 : In Air
* 8 : Physics
* 16 : Ropes
== Inputs ==
== Outputs ==
Asw gamerules

Alien Swarm: Infested game rules
== Keyvalues ==
:* 0 : "Ground routes only"
:* 1 : "Ground and jump routes"
:* 2 : "Allow jump everywhere"
:* 3 : "Jump no matter what" 
:* 0 : "Deny rotation"
:* 1 : "Allow rotation"
== Inputs ==
== Outputs ==