nyuuzyou/wikis huggingface dataset:
Swarm 2DArcadeSideView

== How to Create a 2D Side View in a Alien Swarm Modification. ==
See Swarm SDK Create a Mod first. 
== Code: ==
;Changing asw_controls 
Open this file:
::src\game\shared\swarm\asw_player_shared.cpp
First we change the value "1" to "0" in asw_controls otherwise the angle of the mouse will be wrong.
(NOTICE: the panels and stuff will NOT work anymore, you have to fix that in asw_in_mouse reset and apply functions)
ConVar asw_controls("asw_controls", "1", FCVAR_REPLICATED | FCVAR_CHEAT, "Disable to get normal FPS controls (affects all players on the server)");
;Hiding the Crosshair.
We want hiding the crosshair, open
::src\game\client\swarm\vgui\asw_hud_crosshair.cpp
search for
ConVar asw_crosshair_use_perspective("asw_crosshair_use_perspective", "1", FCVAR_CHEAT, "Show the crosshair that has perspective or the old version?");
change the value to "0"
Go on and search for:
surface()->DrawSetTexture( m_nDirectCrosshairTexture2 );
replace with :
return; //surface()->DrawSetTexture( m_nDirectCrosshairTexture2 );
;Now we change the pitch
Open:
::src\game\client\swarm\asw_in_camera.cpp
search for :
ConVar asw_cam_marine_pitch( "asw_cam_marine_pitch", "60", FCVAR_CHEAT, "Marine Camera: pitch." );
change them to:
ConVar asw_cam_marine_pitch( "asw_cam_marine_pitch", "0", FCVAR_CHEAT, "Marine Camera: pitch." );//60
Now go to the head and disable with value "0" the shift
ConVar asw_cam_marine_shift_enable( "asw_cam_marine_shift_enable", "0", FCVAR_CHEAT, "Camera shifting enable/disable." ); //default was 1
;Now we let the code do the rest for us ;)
Open
::src\game\client\in_main.cpp
search for 
ConVar thirdperson_platformer( "thirdperson_platformer", "0", 0, "Player will aim in the direction they are moving." );
and replace with this:
ConVar thirdperson_platformer( "thirdperson_platformer", "1", FCVAR_CHEAT, "Player will aim in the direction they are moving." );
Thats the Easy methode, you also can just search for all thirdperson_platformer commands and change the codes itself.
Thats it :-)
== More information ==
Category:Alien Swarm
Category:Programming
Swarm Animations

This is a (incomplete) list of Swarm spawn animations.
__TOC__
=== asw_drone ===
Unburrow Idle Activity 	Unburrow Activity
act_burrow_idle 	act_burrow_out
 	act_climb_out_wall
act_climb_off_rail_idle 	act_climb_off_rail_52
act_climb_off_rail_76_idle 	act_climb_off_rail_76
act_climb_down_wall_128_idle 	act_climb_down_wall_128
act_jump_down_high_idle 	act_jump_down_high
act_jump_down_low_idle 	act_jump_down_low
act_jump_down_low_36_idle 	act_jump_down_low_36
act_jump_from_offscreen_long_idle* 	act_jump_from_offscreen_long*
act_jump_from_offscreen_short_idle*	act_jump_from_offscreen_short*
*With both of these jump animations, the drone will jump from offscreen, regardless of how far away the screen edge is from the spawn point. The difference seems to be in the accompanying sound effect. The "short" jump produces a shriller, drone sound that occurs early in the spawn. The "long" jump produces a landing thud that occurs later in the spawn. Thus while both jumps look the same, if a short jump is used in a place where the drone travels a long distance to land, the sound effect will mismatch the visual landing time.
=== asw_boomer ===
Unburrow Idle Activity	Unburrow Activity
 	act_climb_out_wall
act_roll_idle 	act_roll_64
act_roll_idle 	act_roll_128
act_roll_idle 	act_roll_256
act_roll_idle 	act_roll_512
=== asw_ranger ===
Unburrow Idle Activity	Unburrow Activity
act_burrow_idle 	act_burrow_out
 	act_climb_rail_52
 	act_climbdown_128
=== asw_mortarbug ===
Unburrow Idle Activity	Unburrow Activity
act_spawn_idle 	act_spawn_256
act_spawn_idle 	act_spawn_512
category:Alien Swarm
Swarm Debug Commands

* asw_ent_create [classname] - creates an entity of the specified class at the crosshair 
* asw_ent_teleport [entity name] - teleports the named entity to the crosshair 
* asw_teleport [entity name] - teleports the current marine to the named entity (autocompletes)
* asw_clearhouse - removes all aliens, spawners, eggs and alien goo.
* asw_god 1 - makes the marines invulnerable 
* asw_mission_complete - flags all objectives as complete and ends the mission
* exec freecam - puts you into a free flying cam 
* exec normalcam - gets you back to the overhead cam
* asw_ent_create asw_target_dummy - creates an entity that will report total damage taken and DPS. Useful for balancing new weapons. Wait a few seconds without damaging it and the counters will reset.
== More ==
* Console Output with the entire list of console commands for Alien Swarm, 3933 Commands (~402kb) 
Category:Alien Swarm
Swarm Mapping Compile Settings

If you load Hammer from the Alien Swarm SDK tools, there are some things you'll need to do to successfully compile an Alien Swarm map.
First of all, to bring up the Hammer compiler, press F9. This will display the "Normal" (or Simple) compiler mode. In this mode, the compiler settings can not be changed and are not currently set up to compile Alien Swarm maps properly. If you attempt to compile an Alien Swarm map (that uses the "structure_seal" method) with the Normal compile mode, your map will leak.
To successfully compile Alien Swarm maps, you'll need to press the button labeled "Expert...", which brings up the Advanced compile settings. In this mode, there is one command in particular that has been added that will allow AS maps to compile called -alldetail. -alldetail turns all world brushes into func_detail except for any func_brush entities that have "structure_seal" as their name.
More info to come...
If you need them, here are the default parameters for compiling a finished map in Alien Swarm:
=== Compile Settings ===
* vbsp.exe: 
** -alldetail -game $gamedir $path\$file (note: "-alldetail" turns all world brushes into func_detail except for func_brush entities that have "structure_seal" as their name.) 
* vvis.exe: 
** -radius_override 5000 -game $gamedir $path\$file 
* vrad.exe: 
** -textureshadows -hdr -StaticPropLighting -StaticPropPolys -game $gamedir $path\$file
Category:Alien_Swarm
Swarm Mapping basics

== Structure ==
Alien Swarm maps are required to be open top corridors and rooms, with plenty of room left for the camera above and to the sides of every location.
The easiest way to achieve this is to surround your entire map with six brushes which form a large, empty box:
 
A large space like this is however very inefficient, both for compiling times and for runtime performance. Make sure any large surfaces that the player doesn't need to see lit up are given the texture tools/ToolsNoLight, this black texture will skip any light calculations on that surface, speeding up VRAD a lot. 
=== All detail ===
All world brush geometry in your level will turn into func_detail during map compile to speed up the VBSP/VVIS processes. Because of this you will need to seal your level in a different way. The large box that your level resides in will need to be made into a func_brush entity with the name "structure_seal".
Basic example maps that show this concept are in: 
 ...\alien swarm\sdk_content\mapsrc\ExampleAddon\maps\tutorial
For more information on compile settings see Swarm Mapping Compile Settings 
== Camera Angle ==
The camera in Alien Swarm has a 60 degree tilt that gives a better perception to the level and helps with immersion, but it does make it harder to aim and can also cause visibility problems if your level isn't designed with this in mind. Most common visibility problem is player getting obscured by the south facing wall in game. 
* Make sure your walls are ~ 160 units in height. This height works best for camera visibility while being high enough to make the levels feel like they have walls. 
* Tilt your south walls (by using the vertex tool in hammer, for instance). This allows the camera more visibility over the south wall. 
* Add enough low decoration to all your south walls to prevent the player from getting close up against the wall.
 
Also remember that playing with the tilt makes walking towards the south less visible and feels less natural than walking to the north, so try to bear this in mind when designing the flow direction of your map.
== Dynamic Lights ==
Use env_projectedtexture entities if you want to have dynamic lights in your map. You can parent them to moving objects, but make sure bring up the entity properties and tick 'Always Update' in the 'Flags' tab if you want do so.
Since they are expensive, the game will only render one active projected texture at all times. If you have overlapping env_projectedtextures you get bad looking results (shadows popping on/off). 
FOV determines the angle/spread of the flashlight, FarZ the length. Tweak those numbers if you run into problems. 
In general: 
* Only use a few dynamics lights per map. (We used 6 in Landing Bay, for instance) 
* Make sure the FarZ number isn't too big. Values between 400 and 800 usually work pretty well. 
== Player Start Points ==
A finished Alien Swarm map must have 8 info_player_start entities for the marines to spawn at. While building you might want to just use 1, so you can easily move it around the level to test different parts without having to run across the map each time. 
Category:Alien_Swarm
Swarm SDK Bugs

== Hammer Bugs ==
=== func_precipitation "Particle Snow" ===
The func_precipitation's precipitation types that start with "Particle" do not function correctly in alien swarm when compiled. For instance, the func_precipitation type "Precipitation Snow" creates the wind effect on the ground but does not show the snow particles. The regular precipitation types however do work as expected.
=== Viewpoint Bug ===
As it happens at my Laptop (Acer Aspire 3538G, ATI Mobility Radeon HD 3000 Series), it can happen after you go out of the Game, and when you turn back to Hammer, that you can't move in the Viewpoints (Front, Side, ...). Just save that map, restart Hammer and reload the map and eveything should work fine.
* Starting the game in windowed mode keeps this bug from happening. Inside Hammer, press F9 and add "-windowed" or "-sw" to the line 'game parameters'. Fizzleblix 19:39, 26 August 2010 (UTC)
=== grub IO bug ===
asw_grub does not generate outputs for "OnDeath" and "OnDamaged".
== Engine Tool Bugs ==
Material editor crashes when loading any material vmt
Category: Alien Swarm
Swarm SDK Create a Mod

Category:Alien SwarmCategory:Modding
== Addons ==
* To learn about Add-ons, see this page: Swarm Campaign Add-on Tutorial
== Prerequisites ==
* You must have installed on Steam. 
* You must have Visual Studio 2005 installed (or see Compiler Choices for other versions).
== Creating a Mod ==
* Launch the Alien Swarm - SDK from the Steam Tools section. 
* Double click Create a Mod 
* Enter a name for your mod. This is the name of the mod folder that will appear in your C:\Program Files (x86)\Steam\steamapps\sourcemods\ or C:\Program Files\Steam\steamapps\sourcemods\ folder.
* Enter a location for the source code. The Alien Swarm source code will be copied to this location where you can modify it and build it.
== Setup ==
* Follow the steps given after completing the Mod Creation Wizard: Swarm Mod wizard complete
Swarm Stats XML

Alien Swarm gameplay stats are available from your Steam community page, e.g.
http://steamcommunity.com/id/DalaiMeow/stats/AlienSwarm
You can access the raw XML for this by adding "?xml=all" to the URL. e.g.
http://steamcommunity.com/id/DalaiMeow/stats/AlienSwarm?xml=all
You can request specific sections to reduce the amount of data being loaded by listing the desired sections one after the other separated by commas:
http://steamcommunity.com/id/DalaiMeow/stats/AlienSwarm?xml=weapons,achievements
Category:Alien Swarm
Swarm TileGen

TileGen is an experimental tile-based level generator. You can build a library of rooms and then specify rules describing how those rooms should be connected to build the level. You can quickly test your level or take the result into Hammer for more refinement and packaging into a campaign.
== Limitations ==
== Starting TileGen ==
# Make sure you have Alien Swarm and the Alien Swarm SDK installed on Steam. You can find the Alien Swarm SDK in Steam under the "Library - Tools" section.
# Load up Alien Swarm.
# Open the developer console by pressing the tilde (~) key. You may need to go into Options -> Keyboard/Mouse and tick "Enable Developer console" for this to work.
# At the console type: sv_cheats 1
# At the console type: asw_tilegen 
The TileGen window should open. In the top-left you can see the currently selected theme. Below that are all the room templates belonging to that theme. The main window contains a grid showing your current map layout. 
== Example Mission ==
Alien Swarm includes an example TileGen mission (a set of rules) and some room templates. To generate this example mission: 
# Open TileGen using the steps described above.
# Click on the "Missions" tab.
# A list of missions will appear on the right. Click on the "example_200" mission.
# Click the "Generate Layout" button.
# TileGen will switch to the Layout tab and the mission will be generated.
# To see the layout, scroll to the middle bottom part of the layout grid.
# To test your TileGen map, Choose File -> Export VMF and Play Map.
== More information ==
* Swarm TileGen Manual Layout
* Swarm TileGen Mission Rules
* Swarm TileGen Building Room Templates and Themes
* Swarm TileGen Distributing your map
Category:Alien_Swarm
Swarm TileGen Distributing your map

When doing "File -> Export VMF", TileGen will save your map file as: swarm/maps/output.vmf. You can copy this to your mapsrc folder and then open it in Hammer to work on it. 
== Multiplayer testing ==
You can do quick multiplayer testing of your TileGen map by launching your map from TileGen and having other players connect directly to your game. They will each download the .layout file and compile the map on their machine. This should not be a final solution for distributing your TileGen map, as the map has no overview text file and isn't part of a campaign so will not appear in any of the game's menus. 
== Distributing as a addon ==
See Swarm Campaign Add-on Tutorial to turn your map into a complete, easily distributable addon. 
Category:Alien_Swarm
Sweet Half-Life

Sweet Half-Life (or SHL, for short) is a single player science fiction and Manga (Japanese animation)-based Mod of Valve's first-person shooter Half-Life. It was created by Marc Ellis (original mod concept), along with Koumei Satou (maps and general direction), Gareth Lough (coding and modeling), Karu_gamo (modeling), Steven k. Headley (voice acting) and Amit katz (in-game texts).
==Plot==
Taking place during the same time line as Half-Life, the player is Gordon McGinley, the Black Mesa warehouse manager. When the resonance cascade occurs, McGinley must find a way to escape Black Mesa alive.
It starts as any other day for Gordon McGinley, until a sudden and violent shaking occurs that throws the entire base into chaos. Gordon dons an H.E.V. suit, and joins fellow scientists in ridding Black Mesa of the invading Xen aliens, the Hazardous Environment Combat Unit, and a new, unknown alien species (they look like the stereotypical "grey" aliens). The game ends with McGinley stalking the ever-elusive G-Man on board a tram, similar to the one used in the original Half-Life ending.
==Trivia==
* Several moments in the mod are either parodies and-or homages to the 1950's Sci-Fi movie popularity boom.
==Features==
*New Weapons
*New Enemies
*New Music & Sounds
*Two paths to complete the game, along with two different bosses.
*Completely original maps, created by Koumei Satou.
==Bugs==
* This mod cannot be run with the high definition pack installed. (The game will freeze.) 
==Media==
Image:Shl1.JPG|SHL screenshot - click to enlarge
Image:Shl2.JPG|SHL screenshot - click to enlarge
Image:Shl3.JPG|SHL screenshot - click to enlarge
== See also ==
Other Half-Life mods by Koumei Satou:
* Peaces Like Us (HL1)
* Mistake Of Pythagoras (HL2)
==External links==
*The Official Home Page of Sweet Half-Life
*A review of Sweet Half-Life
*A SHL gameplay video on YouTube
*Mods (co)created by Koumei Satou
*Weird Comic Art
Category:Single Player Mods
Switch

__NOTOC__
This tutorial will show how to create the switch seen throughout the later test chambers of Portal. The switch is activated by a player using it, and can either be permanently pressed, or stay pressed for a set amount of time.
== Creation ==
=== Step 1 ===
200px|thumb|right|The base brush
Create a 64w*64l*8h brush with the nodraw texture. Texture the sides of the brush with signage/hazard_orange_03b, and texture the top of the brush with concrete/concrete_modular_floor001a.
=== Step 2 ===
Create a prop_dynamic entity and set its World Model to models/props/switch001.mdl, and set its Name to switch1.
=== Step 3 ===
200px|thumb|right|The ambient_generic entities
Create a ambient_generic and set its Name to button1_down, its Sound Name to Portal.button_down, and its Source Entity Name to switch1. Create another ambient_generic and set its Name to button1_up, its Sound Name to Portal.button_up, and its Source Entity Name to switch1.
=== Step 4 ===
200px|thumb|right|The timer setup
Create a logic_timer entity. Set its Name to timer_ticktock1, set Start Disabled to Yes and set its Refire Interval to 1. Next, create an ambient_generic entity and set its Name to sound_ticktock1, set its Sound Name to Portal.room1_TickTock, set its Max Audible Distance to 441 and set it Source Entity Name to switch1. Now add the following output to timer_ticktock1:
	OnTimer	sound_ticktock1	PlaySound	 	0.00	No
=== Step 5 ===
200px|thumb|right|The func_door_rotating brush
Create a 16w*16l*16h brush 32 units above the bottom of the switch model. Texture it with tools/toolsplayerclip and tie it to a func_door_rotating entity. Set its Speed to 500, its Distance to 0 and its Delay before reset to how long it should stay pressed for, in seconds. Set it to -1 to make it stay pressed forever after being activated. Next, check the Use Opens and Door Silent flags. Next, add the following outputs to the door:
	OnOpen 	switch1 	SetAnimation	down 	0.00	No
	OnFullyOpen 	button1_down 	PlaySound 	 	0.00	No
	OnFullyOpen 	timer_ticktock1	Enable 	 	0.00	No
	OnClose 	switch1 	SetAnimation	up 	0.00	No
	OnFullyClosed	button1_up 	PlaySound 	 	0.00	No
	OnFullyClosed	timer_ticktock1	Disable 	 	0.00	No
The switch is now finished and ready to be implemented in a map.
== Implementation ==
=== Step 1 ===
Place the switch where it should be in the map. Rotate it if necessary.
=== Step 2 ===
Add the outputs that should fire when the switch is activated. The outputs that should fire when the switch is pressed should be the OnFullyOpen output on the func_door_rotating entity, and the OnFullyClosed output when the button is reset after its timer has run out.
== See also ==
* Portal Level Creation
Category:Portal
Category:Level Design
Category:Tutorials
Synergy/Entities

This is a complete list of Synergy entities, specific to the mod.
=Steam Version=
===Brush based===
* trigger_coop
===Point based===
* hud_timer
* info_player_coop
* info_player_equip
* info_global_settings
* info_spawn_manager
* info_vehicle_spawn
* prop_vehicle_mp
* weapon_deagle
===Modified Entities===
Notable list of pre-existing entities that have been modified in Synergy.
* env_screenoverlay - Added Spawnflag (1 - Activator Only)
* point_viewcontrol - Added Spawnflag (128 - All Clients)
* logic_playerproxy - Added Input (CancelRestorePlayers: After calling this input, any players that spawn into the game, even if they have been saved during a transition, will not be restored; they will spawn into the world normally, as if they just connected.)
=Release v1.1 (pre-Steam)=
===Brush based===
* synergy_brush
* trigger_noblock
* trigger_object_location
* trigger_push_team
===Point based===
* game_team_equip
* info_checkpoint
* info_findtarget
* info_itemchecker
* info_random
* info_teamcheck
* item_object
* item_pickupobject
* synergy_gameinfo
* synergy_team_manager
====Requiring Half-Life: Source====
* xen_hair
* xen_plantlight
* xen_spore_large
* xen_spore_medium
* xen_spore_small
* xen_tree
===NPCs===
* npc_alien_grunt
* npc_gargantua
* npc_hassassin
* npc_houndeye
* npc_panthereye
====Requiring Half-Life: Source====
* npc_babycrab
* npc_bigmomma
* npc_bullsquid
* npc_controller
* npc_human_grunt
* npc_scientist
* npc_tentacle
====Requiring Half-Life 2: Episode One====
* npc_zombine
===Equipment===
* weapon_flaregun
* weapon_medkit
* weapon_melee
* weapon_mg1
* weapon_mp5k
* weapon_sl8
* item_flare_round
* item_box_flare_rounds
* item_box_sl8_rounds
== See also ==
* :Category:Synergy Entities
Entities
Category:Third Party Entities
Category:Level Design
System cannot find file specifed error

This error appears when the map compile has failed due to an error, or the current game configuration is not set up correctly.
# Check the error log in the Hammer Process Window to make sure there are no other errors that may have caused the compile to fail. If a compile fails, no .BSP file for the map is written, and the game will not launch correctly.
# If there are no other compile errors, you can try to reset the Source SDK game configuration.
Category:Level Design FAQ
Category:Compile errors
TEMA UNO: Apartado I

==Noesis Interactive Mod Your World™ DVD's==
: Autor: Noesis Interactive
: Idiomas: Ingles y Español
: Noesis Interactive™ es una serie de DVD's diseñada para incrementar el conocimiento y la creatividad de los usuarios de Video Juegos en todo el mundo. Creado por jugadores y para jugadores, nuestra serie de DVD's Modele su mundo (Mod Your World™ ) le mostrarán la forma más rápida y sencilla para que usted diseñe y construya sus propios personajes en 3D -incluyendo props y mapas- y los integre a sus Videojuegos favoritos, comenzando con Half-Life 2.
:En colaboración con líderes de la industria, como Valve®, y Softimage®, Noesis Interactive™ realizó una profunda disección y análisis de todo el proceso para poderlo convertir en una serie de sencillas lecciones muy fáciles de entender. No importa cuál sea su nivel actual de habilidad o conocimiento, nosotros lo tendremos Modelando (Modding) antes de lo que se imagina.
¡Futuros diseñadores de Video-Juegos, Modelen su mundo (Mod Your World™) hoy!
: Productos: 
:Creación de contenidos en 3D con SoftimageXSI, es la primera parte de Mod Your WorldTM (Modele su mundo ) de Noesis InteractiveTM y está enfocada a enseñarle cómo “Construir Su Personaje en 3D”. Conozca las bases de la interfase SoftimageXSI: modelado de polígonos, aplicación de texturas, creación de utilería (props) y siga las instrucciones de cómo crear personajes bípedos, paso por paso. Éste DVD abarca todos los componentes básicos del software para 3D de SOFTIMAGE|XSI, incluyendo: trazado en 3D, modelaje, texturización, diseño de utilería y personajes. Además, le mostrará todos los atajos y trucos que usted necesita para alcanzar la meta final: integrar sus propios personajes, props y mapas dentro de su Videojuego favorito.
:Diseño e integración de personajes con Half-Life 2, es la segunda parte de Mod Your WorldTM (Modele su mundo ) de Noesis InteractiveTM y está enfocada a enseñarle cómo crear e implementar sus propios personajes dentro de Half-Life 2: Deathmatch. Utilizando plantillas prefabricadas, usted comenzará por transformar rápidamente fotos faciales comunes, para integrarlas a Deathmatch, en un dos por tres. Luego, aprenderá a manejar la amplia gama de herramientas de SoftimageXSI para la creación de personajes. Descifre el misterio de cómo darles peso y esqueletos a sus personajes; y prepárelos para exportarlos a diversos motores de Videojuegos. Por último, aprenda cómo probar, perfeccionar y exportar sus personajes en 3D, de SOFTIMAGE|XSI a Half-Life 2: Deathmatch.
: Comprar: Noesis Interactive
Category:Theory:es
Category:Modding:es