nyuuzyou/wikis huggingface dataset:
Hazard Team Compile Tool

thumb | 450px | HTCT performing a sequential compile on a group of maps. 
Hazard Team Compile Tool (HTCT) is a Source map compile tool written by dky.tehkingd.u, as a solution for easily compiling large groups of levels from VMF to BSP in sequence (though it is just as useful for compiling single files as well).
HTCT was originally created as an internal tool for use by the Black Mesa Hazard Course development team (now known as PSR Digital). Rather than keeping it as in-house software, the team has decided to share it with the community and make it freely available.
Some notable features of HTCT are:
* It was built to make sequential compiling fast, flexible, and extremely easy.
* Changing between different compile settings is as easy as choosing a different preset from a drop-down menu. HTCT comes with many compile presets, but custom presets are also supported.
* Support for use with Steam library folders other than the main Steam folder.
* VMFII support.
SDK versions that are known to be supported include Source 2007, 2009, 2013 Multiplayer and Singleplayer, Half-Life 2, and Black Mesa.
The latest version of HTCT is v0.6.0 BETA.
== External links ==
*HTCT v0.6.0 BETA download link 
* HTCT v0.5.0 Download @ TheRaZZeRApp
Category:Third Party Source Tools
Category:Source 1 BSP compilers
Hazardous Environment Combat Unit

The Hazardous Environment Combat Unit, also known as the HECU, was a fictional secret special forces detachment within the United States military. Although comprised of soldiers from many different parts of the Army, the bulk of the HECU is made up of . Their equipment was of a high standard, consisting of Powered Combat Vests and durable firearms, including the M-4/M-203 assault rifle, MP5 Navy submachine gun and M-249 SAW.
Nothing is known of the formation of the HECU, but their first mission was at the Black Mesa Research Facility during the Resonance Cascade. The unit was prepped for combat in the facility months before the incident, with the G-Man playing an unknown role in the organisation. However, the specific orders of the mission were withheld from the soldiers until they were in the field. After receiving a distress call sent by Dr. Rosenberg calling for immediate support and rescue, the government sent in the HECU. However, due to the nature of the incident, the government wished to cover up the activities of the research facility. Therefore, the HECU were given orders to question the science team for information, and then kill everything in the base. Working in small squads, they began to scour the base.
After being deployed late on the first day, the HECU soon got information about a Dr. Gordon Freeman, who was at the flashpoint of the incident. Freeman soon became a priority target, to be eliminated at all cost. However, by the second day, HECU started to pull out as the opposition was mounting up: the Xen aliens were more powerful than thought and the Black Mesa personnel started fighting back. However, the evacuation was completely disorganised, an excessively large number of HECU members were left behind. These survivors now had to contend with two new foes: not only had a new group of aliens known as Race-X arrived, but Black Operations forces had moved in and opened fire on remaining HECU soldiers.
Eventually, most of the survivors were dead, killed by Black Operations, Race-X or in the final nuclear blast which destroyed the facility. The only known survivor from the soldiers left behind was Cpl. Adrian Shephard, who was detained by the G-Man after destroying the Race-X gateway.
Category:Half-Life Continuity
He/Creating Portal turrets

.שלך Portal צריחי טילים או קליעים מאוד קלים להוספה למפת ה
== (צריחי קליעים (רצפה ==
# ובתפריט שלה בחר ב (Shift + E) Entity בחר את כלי ה
# .אחרי זה, מקם אותו בכל מקום שתרצה על המפה וסובב אותו כך שהוא פונה לכיוון הנכון
# .קליק ימיני עליו ולך למאפיינים
.בנוסף, ניתן ליצור קופסה מסביב לצריח שלך בכדי למנוע פגיעה בו
== צריחי טילים ==
# .ובתפריט שלה בחר ב (Shift + E) Entity בחר את כלי ה
# .אחרי זה, מקם אותו בכל מקום שתרצה על המפה וסובב אותו כך שהוא פונה לכיוון הנכון
== ראה גם ==
* Portal Level Creation
He/SDK Docs

·  · 
יצירה, ארגון ושחרור פרוייקט הסורס שלך
המפות הן העולם התלת מימדי בו הכל קורה
A mod's C++ code defines the way its world and game rules behave
Scripting can be used for adding new functionality or logic to .
 are the detailed 3D objects that appear in the game world
 and are combined in Source to create 
Quality adds a fourth dimension to your world
Effects like smoke, sparks, blood and fire are created with 
AI controls the behavior of all but the simplest of actions.
Direct your digital actors' performances with 
Create movies inside the .
Step-by-step guides on a variety of topics
In-depth discussion of Source's features
Explanations for terms you may encounter
Official tools made by for their games.
Useful developer tools created by the community
The is the backbone of most levels in Source-based games/mods.
Category:Source Category:Entry pages
Headcrab

A headcrab is a small monster from the Half-Life series. They are one of the most common hostile NPCs, and due to their relatively low health may be considered one of the easier opponents. Headcrabs attack by lunging at and biting the player.
Zombies are former humans who now host a headcrab attached to the facial region. Sometimes when a zombie is killed, the headcrab will detach from the face and attack the player.
==Variants==
*monster_headcrab - the original Half-Life headcrab.
*npc_headcrab - the typical headcrab, functionaly identical to the headcrabs from the first Half-Life.
*npc_headcrab_fast - slender headcrabs which move more quickly than their counterparts. Creates the fast zombie.
*npc_headcrab_black - black headcrabs are poisonous, and their attack will temporarily reduce the player's health to 1. May be carried by a poison zombie.
==See also==
*env_headcrabcanister - a mortar shell which dispenses headcrabs
*Falling headcrab tutorial - a scripted sequence tutorial
*Zombie - Created when a headcrab takes control of a former human
Category:Hubs
Health

__NOTOC__
Health, or Health Points ("HP", occasionally "Hit Points"), represents a character's physical status in a video game. Most Source engine games use a traditional health points system, where a character is spawned with a certain number of health points which are displayed in the HUD. Taking damage will subtract from the character's health, and the character will die when HP reaches 0. Most games offer powerups and items to restore health.
Some games, such as , use an alternative "regenerating health" scheme, where the player's health quickly regenerates when the player is not taking damage. The health may also not be displayed onscreen.
While in many multiplayer games all characters start with the same amount of health, class-based games such as sometimes assign different starting health values to different classes.
Following is a list of health-related articles:
==Health Level Design==
* Resupply areas in Team Fortress 2
== Health Coding ==
* Adding class based health differences
* Regenerating Health
* VGUI Health bar
* VGUI Image Progress Bar
== Source Health Entities==
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* func_healthcharger
* func_recharge
* item_battery
* item_healthkit
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== GoldSrc health entities ==
=== , , ===
* func_healthcharger
* func_recharge
* item_battery
* item_healthkit
=== ===
* func_healthcharger
* item_healthkit
Category:Hubs
Category:Abstract Mapping
Health Charger

A Health Charger is a simple wall mounted health replenisher found throughout and its expansions and . The charger itself is a simple textured brush entity. If you are using the Half-Life SDK version of GoldSrc, available on Steam, then you can quickly access a pre-built Health and Suit Charger in your prefabs list, under the prefab library Usable Objects.
== Creation ==
Personal creation of a health charger is quick and simple.
1. First, create a block, 32 width, 48 height, and 8 units in length. Texture it with medkitedge1.
2. Select the two side faces, set the rotation to 90, and center them.
3. On the front face, apply the texture +0medkit.
4. Tie it to a func_healthcharger.
5. Finally, place it anywhere in your level. Health chargers are found attached to walls, being located approximately 32 units above the ground.
* The exact dimensions given are not mandatory, they are simply the default preferences used by Valve when making health chargers in official Half-life maps.
== Theory ==
When the player uses this object, their health will be restored by of 50% on easy difficulty, 40% on medium difficulty, and 25% on hard. When the charger is empty,
the texture changes to a dimmed version and the health charger can no longer be used.
Category:Half-Life
Category:Half-Life Level Design
Category:Level Design
Heart of Evil: Source

- is a port of the Heart of Evil modification to the new Source, despite the fact that this is for the most part a direct port, there are many improvements and changes here in connection with the porting to the new engine.
== Plot ==
You play in the role of Captain Percy Freeman, a Special Forces officer who is assigned the task of tracking down and assassinating the renegade Colonel Kurtz. Things take a turn for the worse when, having set off on your mission, the higher-ups in the chain of command mysteriously decide that they want you dead, while you discover to your horror that someone has been breeding an inhuman master-race of hideous undead mutants which is now rampaging across the jungle slaughtering everything in its path. Stuck between the Viet-Cong, the U.S. Marine Corps, and the hordes of mindless zombies, with only your sidekick Barney for company and your trusty chainsaw for a weapon, your one remaining hope is to keep going deeper and deeper into enemy territory, wading through the bodies of the fallen, towards the elusive Kurtz... 
== Features ==
== Media ==
== See also ==
* Heart of Evil
== External links ==
* Source Code
* 
Category:Single Player Mods
Category:Source mods
Category:Ports from GoldSrc to Source
Heavy Door (Portal 2)

The heavy door is found in the Behind the Scenes sections of Portal 2.
To add a door, the easiest method is to create a func_instance with the VMF file instances/door/vertical_security_door.vmf.
For a simple door that opens when approached, create a brush overlapping the door, link to trigger_playerteam, and add these outputs:
::
	My Output 	Target Entity	Target Input 	Parameter	Delay	Only Once
	OnEndTouchAll	door name 	instance:close_door;Trigger	-- 	0.00 	No
	OnStartTouch 	door name 	instance:open_door;Trigger 	-- 	0.00 	No
You can use other types of trigger (e.g. a logic relay, a button) to control when the door opens.
Use the dropdown to explore other parameters; there are fast and close opens as well as a malfunctioning open. 
An easy way to make the door one-way is to put your trigger on only one side of the door.
Category:Portal 2 Level Design
Category:Portal 2 Tutorials
Height2Normal

is a command-line tool situated in , used to convert a heightmap texture into a normal map texture.
Proper execution of this program entails:
* Creating a targa (.tga) image with appended before the extension.
* Creating a text (.txt) file with appended before the extension, containing the following:
 "bumpscale" "1.0"
Keep in mind:
* You could change the if you didn't like the output you were getting.
* The targa (.tga) image and text (.txt) file should have the same name without their appended text and extension.
Height2normal should be executed with the text file name.
ex: 
The output created by running will be a targa (.tga) image.
==See also==
* Material Creation
Category:Material System
Heightmap

A heightmap is a grayscale texture where the brightness of each pixel represents its height (relative to its surface).
Older game engines use these textures for a shader method known as bump mapping, as they are the predecessors to the normal maps that the Source engine use for this method.
Features for its use is parallax mapping and creation of Self-Shadowing Bump Maps.
===Steps to creating a heightmap===
# Create a copy of a texture in grayscale and edit it if you wish. White corresponds to the pixels closest to you and black corresponds to pixels farthest from you.
# Save the image as a targa (.tga) with _height at the end of the filename.
# Convert the targa image to a Valve Texture File (.vtf).
# Put it in the same directory as your texture.
==See also==
*Parallax mapping
*Heightmap - The Wikipedia article.
*Height2Normal a Source SDK tool for converting a heightmap to a normalmap
Category:Material System
Hidden: Source

==Overview==
Runs on the branch.
Hidden: Source is a round-based game where in each round a team of up to eight players form the Infinitum Research Intercept Squad (I.R.I.S.) and must hunt down and kill a single enemy on the opposite team, namely Subject 617 a.k.a. the Hidden. Subject 617 is an almost-invisible, fast-moving player with several abilities allowing them to effectively combat the I.R.I.S. players. I.R.I.S. are armed with a primary and secondary weapon depending upon class choice, Subject 617 has only a knife and three pipebombs.
The round ends when either a) the Hidden is killed, b) all I.R.I.S. players are killed or c) the round timer expires. If an I.R.I.S. player kills the Hidden then in the next round that player becomes the Hidden and the previous Hidden joins the I.R.I.S. team. If the Hidden eliminates all I.R.I.S. players that player will stay on as the Hidden for the next round. In the event of a timeout, a random surviving member of I.R.I.S. will be chosen as the Hidden. 
A detailed manual can be found here.
The latest publicly available build can be downloaded here. It's currently 150MB.
==Features==
* Unique One vs. Many gameplay.
* Thirteen unique game characters: nine I.R.I.S. and four Hidden.
* Highly tense and atmospheric gameplay.
* Fifthteen custom, highly-detailed worlds.
* Unique ragdoll gibbing system.
* Two game modes: Hidden and OverRun
==Media==
A selection of in-game and rendered screenshots, as well as other media, can be found in the media section of the mod's website, here
==History==
The Hidden began life as a Half Life 1 modification created by a group led by Mark Wherrett during their final year at the University of Lincoln (UK). Its simple yet enthralling gameplay led to further years of students clamouring for more. Mark found he no longer had the time to re-create the mod in any other engine and so it was passed on to a new generation.
While we are allowed to show pictures and talk about the original version, it is not available for download nor will it ever be, at the request of Mark, who feels it would not be a good reflection on the quality of work being produced in the remake. To date a taster and two betas have been released.
==Team==
Meet the team behind The Hidden...
* Chris 'Ging' Janes - Coder, Web Coding
* Keith 'Boxy' Duke-Cox - Texture Artist, Modeller, Level Design
* Edward 'NiceGuyEddie' Duke-Cox - Texture Artist, Modeller, Level Design
* Angus 'Gusdor' McIntyre - Modeller, Animator
* John 'Monk' Roberts - Modeller, Animator, Texture Artist
* Rick 'Ricky C' Coen - Level Design, Coder
* Kochun 'human' Hu - Composer
* Vance 'Sonic' Dylan - Sound Engineer
* Wendall 'MiasmicAnomie' Marvel - Coder
* Mark Wherrett - Technical Advisor, Website Graphics
* Andrew 'Friendly Bob' Beeken - Website Graphics, Website Code
==External links==
* Official Website
* Official Forums
* New Players Guide
* Hidden Source Stats - Up-to-date stats from many Hidden Source servers
* 
*
Highlighting VMT's with ConTEXT

== What you need ==
* ConTEXT Editor
* VMT highlighter
== How and what ==
ConTEXT is a beefed up notepad useful to programmers. One of the handy things is it's ability to color code functions and values, witch makes it a lot easier to read and write the file.
== How to set it up ==
Install ConText. Save the the VMT highlighter in the highlighter folder, where you installed ConText.
Now ConText will color the functions, values and operators in the QC. This helps a lot when bug fixing and trying to understanding the VMT format.
Thats pretty much it, now all you do is open any VMT file and start editing.
== See also ==
*Notepadpp VDF languages
*Highlighting and Compiling QCs with ConTEXT
Category:Third Party Tools
Highlighting and Compiling QCs with ConTEXT

== What you need ==
* Source SDK
* ConTEXT Editor
* QC highlighter (Wayback Machine archive)
== How and what ==
ConTEXT is a beefed up notepad useful to programmers. One of the handy things it has built-in is a batch system that can be set up to compile files depending on their endings. I told ConTEXT that whenever i have a .qc file open and press F9, it should execute studiomdl.exe and the path to the qc file. This compiles the model for you while you are in the editor, and it saves the hassle of keeping a shortcut of studiomdl around. I also prefer it over custom compile tools because of its simplicity, and after writing 50+ qc's I got used to the whole qc format, so I don't really need a tool to make a qc for me.
Another advantage with ConTEXT is it's ability to color code functions and values, witch makes it a lot easier to read the file.
== How to set it up ==
First install ConText, then after that is done, open it and go to the Options->Environment Options on the menu bar.
At the top, go to the Execute Keys tab and press Add on the left side.
Type in the QC file ending (no period)
Select one of the 4 F# functions, I use F9. You can basically have 4 different batches done on one format. 
Execute: This is the path to your studiomdl.exe.
Parameters: The other important one, this gives the path of the .qc file. Use %n.
Capture Console: This just echoes the output of studiomdl at the bottom of context instead of a cmd or dos window, handy for spotting errors.
Next download the qc highlighter and put it in the highlighter folder where you installed ConText.
Now ConText will color the functions, values and operators in the QC. This helps a lot when bug fixing and trying to understanding the QC format.
Thats pretty much it, now all you do is open any QC file and press F9, and it will compile it for you, easy stuff.
== See also ==
*Notepadpp VDF languages
*Highlighting VMT's with ConTEXT
Category:Modeling
Category:Third Party Tools
Hitbox

A hitbox is an invisible box (or more often a series of boxes) which define the rough shape of a model for purposes of damage-based collision detection. A typical model within a game is much too high-poly to perform real-time hit calculations on, so hitboxes are used instead. 
A hitbox is different from a bounding box in that it is more complex and closer to the model's visible shape. The bounding box is used for movement-based collision detection, and is usually literally a single box.
== Creating Hitboxes ==
There are a couple ways of creating hitboxes. You can create them manually from scratch through the .qc commands or allow to auto-generate a set for you and then modify them from there. If your QC file is getting cluttered, the best way to keep your QC files organized is to create a hitbox.qci file which contains your hitbox data. You can link to it from your model's primary QC file with $include hitbox.qci.
== Console Commands ==
== See also ==
* 
* 
* Lag Compensation
Category:Modeling
Category:Glossary
Hitscan

For a more technical article on this topic, see TraceLines.
Half-Life 2 has many hitscan weapons (weapons which don't actually fire bullets, but instead trace a line and spawn an explosion/damage at the end). Sometimes it is useful, however, to hitscan just to find where a line hits a wall/player/etc. So I took some code from CBaseEntity::FireBullets() to create CBaseEntity::HitScan(). I put the following code into baseentity_shared.ccp.
Vector CBaseEntity::HitScan( const FireBulletsInfo_t &info, unsigned int mask )
{
	trace_t tr;
	CTraceFilterSkipTwoEntities traceFilter( this, info.m_pAdditionalIgnoreEnt, COLLISION_GROUP_NONE );
	Vector vecEnd = info.m_vecSrc + info.m_vecDirShooting * info.m_flDistance;
	AI_TraceLine(info.m_vecSrc, vecEnd, mask, &traceFilter, &tr);
	return tr.endpos;
}
and the definition into BaseEntity.h.
	virtual Vector			HitScan( const FireBulletsInfo_t &info, unsigned int mask );
This function can easily be adapted to take line definitions in other formats. Simply have it generate the FireBulletsInfo_t structure given a start and end or start and direction.
Category:Weapons programming
Holiday gift

==Overview==
The mentioned entity has been in existence since 2011 and was introduced in conjunction with the achievement Valve Gift Grab 2011 - L4D2. Its purpose is to collect three gifts dropped by Special Infected in Versus Mode.
== Features ==
The gifts spawn for killed special infected and tanks, not for common/uncommon infected or the witch. Only players on the survivor team are able to collect the gifts. Both survivors and Special Infected/Tank can be the killer to obtain a gift drop. Even if the Special Infected/Tank is killed by the world (e.g. Any or drowning), it can still trigger a gift drop.
== Factors affecting gift spawning ==
Several factors determine whether a gift will spawn:
# The Convar: z_holiday_gift_drop_chance (default value: 0.3), indicating a 30% chance, with a minimum value of 0 and a maximum value of 1
# The date: Gifts spawn between December 1st and January 2nd (inclusive).
# Time interval: A new gift will only spawn after approximately 16 seconds have passed since the last one was dropped.
== Gift lifespan ==
When a gift is not collected by any player, it will automatically despawn after 30 seconds.
Host

== Overview ==
Host is a FPS mod with a strong emphasis on puzzle solving using our unique firing system. This involves Controling the Elements, to solve puzzles and fight off enemies. Set in an apocalyptic future where war is raging between 3 forces on Earth, you are thrown into the middle as part of a Special Ops team to retrive some vital technology before it falls into the wrong hands.
== Features ==
* Fast paced action
* Puzzle solving
* Control over the Elements
* Imbue your weapon bullets with these elements
== Media ==
Graphically these screenies use a lot of stand in textures and models while we focus on gameplay and level design.
== History ==
The mod started life as a Year 1 University project in which we had 12 weeks to design, build and pitch a game.
== Team ==
* Andrew: Programmer, Mapper, Modeler
* Finn: Modeling, Concept Art, Texturing
* Martin: Modeling, Concept Art
* Julius: Leader / Mapping
* Matt: Researcher / Public Relations / Cool Guy
Category:Single Player Mods
Host error

==host_error backward mins/maxs==
"It means that the mins and maxs ( the bounding box ) for the sequence is "reversed" (one of the mins is bigger than the maxs). This happens when anything calls SET_SIZE with bad extents. If you compiling your own code, you can wrap the setsize() calls and check it yourself, but that's probably not a simple answer."
Translation: Do you have any special models or prefabs? they may have been screwed up, or you somehow turned a brush inside out, no idea how that could have happened - but some entities like platforms seem prone to this. You can also look for a brush with bad extents, or check the texture, is it divisible by 16 on the edges EXACTLY? Finally, are you using the most modern version of zoners tools? Old versions or ancient qtools are more prone to this error.
Category:Compile errors