nyuuzyou/wikis huggingface dataset:
Ja/Steam 3rd Party Mod Support

SteamのサードパーティMODサポート
=ModでのSteamの活用=
SteamでのMOD表示を向上させるには、以下の2つをしてください。
==Storeタブ==
あなたのMODが"Store"タブ(訳注：現在日本語設定では「保存」と誤訳されている)に表示されるようにしましょう。このためには以下のガイドラインにしたがって かに投稿してください:
:1. ゲームに関する50ワード以下の短い説明
:2. .jpg形式の5つのスクリーンショット。横幅は1024ピクセル以下である必要がありますが、縦横比は自由です。
もしあなたのMODが最も遊ばれているMODの1つになったなら、上の投稿にある情報を元にStoreに表示されるようになります。
==開発者リンク==
ユーザがMODをインストールしたときに"My Games"(マイゲーム)に表示される開発者リンクを設定しましょう。
===(HL2)===
gameinfo.txtファイルで以下の形式で設定してください。例:
"developer" "Mod Team/Company Name"
"developer_url" "<nowiki>http://...</nowiki>"
"icon" "path/to/icon" 
アイコンは非圧縮の16x16のTGA形式画像です。アイコンのパスはMODのインストールディレクトリ(つまりGameinfo.txtのある場所)からの相対パスで、.tgaの拡張子は含みません。 
===(HL1向け)===
liblist.gamで以下の設定をします。Steamは存在していれば"url_info"の情報も使用します。例:
developer "Mod Team/Company Name"
developer_url "<nowiki>http://...</nowiki>"
Category:Japanese
Ja/VICE

VICE(スクリプト暗号化ツール)
==キーの初期値==
自分のMODの暗号キーを知らないとしたらおそらくx9Ke0BY7(HL2DMの初期値)が使われているはずです。ユーザがファイルを簡単に変更できないように、スクリプトファイルを暗号化すべきです。
==暗号化された武器スクリプトの変更==
武器スクリプトを変更するには、MODユーザは.ctxを削除して0から.txtファイルを作る必要があります。これによりMODは変更に対して強くなり、ゲームをホストするサーバでも武器スクリプトが変更される可能性がより少なくなります。
==VICEの入手==
VICEのソースコードはSource SDKに含まれています。コンパイル済のVICEはここかららzipファイルを入手できます。
==実行==
以下をコマンドプロンプトで実行して.ctxファイルを作成します:
 "[Source SDK Bin]\vice.exe" -encrypt [暗号キー x9Ke0BY7初期値] -newext .ctx [.txt ファイル名(*をワイルドカードとして使用可能)]
==MODでの暗号キー変更==
:gamerule中の"GetEncryptionKey"関数の返り値となる文字列を変更してください。暗号キーは8文字です。VICEを実行するときもこの暗号キーを使ってください。
==スクリプトファイルの復号==
:もし.txtファイルをなくしてしまい.ctxと暗号キーは残っている場合、VICEを復号に使うこともできます。:
 "[Source SDK Bin]\vice.exe" -decrypt [暗号キー: x9Ke0BY7が初期値] -newext .txt [.ctx ファイル名 ワイルドカードも使用可能)]
==参照==
*
Ja/VTFEdit Reloaded

は ( & )のフォークで、 オリジナルの作成者は、 Neil "Jed" Jedrzejewski 氏 と Ryan "Nemesis" Gregg 氏 です。
== 特徴 ==
* DXT 圧縮には AMD Compressonator を使用するように移行。
* DXT 圧縮されたテクスチャを表示およびエクスポートする際の緑色の色合いのバグを修正
* ミップマップの生成とリサイズ時にsRGBの性質を尊重
* 高 DPI 対応
* VMT 構文のハイライト表示を対応
* 等幅フォント 対応
* キューブ・マップ プレビュー を修正
* VMT エディタ ダーク・モード
* シンプルな HDR テクスチャ 照射プレビュー を 単一のスライダーに
== スクリーンショット ==
VTFEditR - Dark Mode VMT Editor.jpg|VMT エディタ ダーク・モード
VTFEditR - Highlighted Syntax for VMTs.jpg|ハイライト表示されたVMT構文
== こちらも参照 ==
*
*
*
*
*
== 外部リンク == 
* VTFEdit Reloaded (GitHub リポジトリ)
* VTFEdit Reloaded v2.0.0 (Google ドライブ ミラー)
Ja/View Navigation

自分が何をしているのかを確認できるようにするには、カメラを動かすことが不可欠です。Hammerを使えば、 キーボードや/マウスを使って手動で移動、 そして 異なる場所にある複数のカメラを切り替えることができます。
== ナビゲーション ==
=== 3D ビュー ===
thumb|right|200px|Camera tool.
3Dビューを 4つのキーと矢印キー（ ↑ ↓ → ← ）で動かせます: WASD はゲーム内で同じように前進/後退/斜め移動を行います。矢印キーは視点を回転させます。スクロールホイールは、前後にスピードブーストができます。
マウスを使って周囲を見渡したい場合は、左側のメニューから ( カメラツール ) を選択します。これで、左ボタンでドラッグしてビューを回転、右ボタンでドラッグしてパンをさせ、そして両方を同時に押し続けることで自由に移動させられます。
=== 2D ビュー ===
矢印キーまたはスクロールバー（有効な場合）を使用するか、 キーを押したままマウスの左ボタンでドラッグします。
拡大するには、マウスホイールをスクロール、 と キーを押す、 あるいはテンキーの でプリセット・ズームを選択してアクティブウィンドウを拡大、あるいはテンキーの キーを使用してすべての 2Dウィンドウを一括拡大します。
Magnify tool ( 拡大ツール ) は左クリックでも右クリックでも使用可能です。 
== カメラの作成 ==
カメラを設定するには、左側のアイコンリストから ( カメラツール ) を選択します。
以下の図のように、2Dビューでマウスをクリック&ドラッグしてカメラを作成します。3Dビューは新しいカメラにスナップし、2Dウィンドウにはカメラが青い円とそこから伸びる線として表示されます。
カメラの位置は、2Dビューで青い円をマウスでドラッグすることによって変更でき、同様に尻尾をドラッグすることでどこを指すのか変更できます。3Dビューはマウスボタンを離すたびに更新されます。
複数のカメラを作成するには キーを押し続けます。 と キーでカメラを切り替え、 そして キーでアクティブなカメラを削除します。
== こちらも参照 ==
* 
* ハンマーカメラツール
Ja/World brush

は、 に結びつけられていない を指します。 で指定されていない限り、ワールド・ブラシはすべてに対して ソリッド（ 個体 ) であり、 、 の影を落とし、 をカット、 を遮り、 。 新しいワールド・ブラシは、 ( ブロック・ツール ) によって作られます。 を ワールド・ブラシ に戻すには、それを選択、 Tools から > Move to World (または キーを押す)。
== こちらも参照 ==
* 
*
Ja/Your First Map

Source(ソース) SDKを使用してあなたにとっての最初のマップを作成するためのステップバイステップ形式(徐々に一歩ずつ）のガイドになります。
==ほかのチュートリアル==
* 
* 
* 
* 
* 
* — L4Dレベルデザイン基礎チュートリアルの延長線上
* Tutorials on Getting Started at Interlopers.net
* A simple tutorial on YouTube about creating your first level
Jail Escape

==Overview==
This mod was inspired by a television show called .This mod somewhat follows the environments of the show. You get informed by a mysterious woman that she has taken your brother and that you have to get into jail to kill a certain person so that you can get your brother out. To get into jail, you decide to rob a bank. Once you're in jail, you kill the person that this mysterious woman told you to. Now you get to escape from this high security prison. You escape through the pipe systems and end up in a trainstation. Now the Cops are on you. You fight your way through a couple more environments until you reach your brother. So the question is, can you save your brothers life?
==Features==
* 9 maps
* 1 New weapon
* Some new props and textures
* 30 to 60 min. playing time (depending on you skill level)
==History==
I, Cubedude, made this mod to learn how to use different programs, such as Valve Hammer Editor and Maya. Please download my mod and join me on my journey of learning game development. Thanks.
==Team==
* Dennis, aka CubeDude, did everything
* ts2do assisted with:
** Level Transitions
** Defining Chapters
** Pencil Break Model
Ts2do, He helped me so much with all my game development problems
==Other info==
* 
Category:Single Player Mods
Jailbreak

There's nothing quite like the rush of running, falling, jumping and crawling your way toward the release switch whilst under fire from rockets, railguns and lasers... then jabbing that switch and releasing all your team mates! Then finally watching as they all come running out of the open doors and beat the other team to death with Laser Cleavers! There's never a dull moment in JB, you're either fighting to stay alive, fighting to release your team mates, or fighting to escape from jail!
Jailbreak: Source is a teamwork mod. Each team must work together to imprison the opposing force inside their jail. If you're agile, fast enough and think you've got the guts, you can try to escape from jail if you can find the escape routes, ranging from laser grids and haunted passages, to gas filled sewers and dangerous lift shafts. If you're lucky enough to stay alive, you'll need to split your game between defending your own jail and releasing your team mates... Fail, or don't escape in time and execution awaits.
==Features==
* New Perks system: Create a custom class
* New Point scoring system
* 17 new weapons
* 4 new maps (Total of 8)
* Close to a Total Conversion
* Complete HUD redesign
* Mini-Map Overview
* End of Match Awards System
* Custom Executions & Escape Routes
* Quick Radio menu (now with voices and macros)
* Team dependent Trip-mines
* HUD based team member locations and goals
* Weapon dropping
* Automated placeable turrets
* Integrated team-work encouragement
* Over 500 custom textures
* Over 100 custom models
* All new custom sounds
==Media==
Media Page: Trailer & In-Game Screenshots
Image:Jb_release1.jpg|Arroyoby: IZaNaGI
Image:Jb_release2.jpg |Iridiumby: IZaNaGI
Image:Jb_release3.jpg |Deepcoreby: Wills
Image:Jb_release4.jpg |Madescoby: Wills
Image:Jb_release5.jpg |Metropolisby: Wills
Image:Jb_release6.jpg |Plagueby: Wills
Image:Jb_release7.jpg |Woodneckby: Wills
Image:Jb_release8.jpg |Abalosby: Wills
==Team==
Richard "Dogmeat" Slaughter:
Coding and Development
Andrew Wills:
Maps, Textures, Modeling and Graphics
Rob "IZaNaGI" Molde:
Maps, Textures, Modeling and Skins
Axel "Azelito" Dahlstedt
==History of JB: Source==
Jailbreak begin development in February 2007, with Dogmeat coding, and Wills mapping, and the first release was made available to the public a mere three weeks later, with all the key features implemented and two new maps. Four months on, two more versions have been released, with many more features, alongside two more maps, and a new team member IZaNaGI has recently joined up.
==External links==
* Download Jailbreak 0.4 
* Official Website
Category:Multiplayer Mods
James Bond 007: Nightfire

is a first-person shooter developed by Eurocom and published by Electronic Arts. While the home console versions use Eurocom's in-house engine (a precursor to EngineX), the PC version of the game, developed by Gearbox Software, uses a highly modified version of the engine.
The PC port of this game lacks certain features or large amount of content originally present in the home-console version, due to the engine differences aswell as different developer worked on this port. This PC port received mixed reviews once it was released.
==Features==
* Support anti-aliasing out of the box up to 8x MSAA, compared to normal (prior to 2013), didn't have any support for anti-aliasing aside from workarounds such as enabling AA via the graphics driver control panel.
* Uses Direct3D (DirectX) 8 instead of OpenGL, or Direct3D 7 (prior to 2013 update) in .
==Drawbacks==
* This game has some compatibility issues when running on modern hardware (and newer versions of Windows). Unofficial patches have been released which fix most (but not all) of the issues.
==Media==
==See also==
* , a level editor for 
* List of James Bond 007: Nightfire entities
==External links==
*Unofficial Website + Download (also includes unofficial patches)
*Entry at Electronic Arts official site
*ModDB Link
*Demo review
* Map Decompiler Download @ TheRaZZeRApp 
Category:Non-Steam Applications
Category:Gearbox Software
Category:Gearbox Software games
Jamil Lee

__NOTOC__
Jamil Lee is the protagonist of . She is a young member of the civilian resistance who was captured by the Combine and imprisoned in Nova Prospekt.
==Appearance==
Jamil is represented by a Female_04 Citizen model on the now-closed official website. And unlike Gordon, she lacks an HEV Suit and instead wears a stolen Nova Prospekt Guard's vest. Notably, she bears a tattoo on her left hand, signifying Tiger and reflecting her courage and independence.
==Personality==
Her internal struggles - numbness, rage, fright, and anger, are highlighted in the mod's description. Locked in a dark cell in Block-E1, she resolves not to succumb to grief. And when her cell door opens, she seizes the opportunity to escape, committed to seek revenge on her captors.
==Behind the Scenes==
Behind-the-scenes images on the official website show reference images for Jamil's hand model, work-in-progress shots, and details of the vest she wears.
==See also==
* Gordon Freeman, protagonist of most titles.
* Adrian Shepard, protagonist of .
==References==
# Behind the Scenes Images
# The (now defunct) official website
Category:Protagonists
Category:Riot Act
JellyFish

Jellyfish
This shader usually results in wireframe and therefore is unreliable and doesn't work. There is a glitch where this shader splits the player's view into four rectangular quadrants, and multiplies one colour per quadrant on the model. The "gradient" overlay on the model is locked to the player view; it doesn't pan, but it does resize as the view nears the model. The $gradienttexture seems to have no effect. Models with this shader are fullbright. 
== Shader specific parameters ==
== Trivia ==
This is and was used for the Hydra in the Half-Life 2 Beta and a number of mods.
Category:Shaders
Category:Stubs
Jockey

By default the AI director tries to spawn him in front of survivors (SPAWN_SPECIALS_IN_FRONT_OF_SURVIVORS spawn set). Jockey spawns with his melee ability weapon_jockey_claw and ability_leap which controls his special ability.
==ConVars/ConCommands==
z_jockey_area_current_factor : 1.0 : , "sv", "cheat" : 
z_jockey_area_hazard_bonus : 3000.0 : , "sv", "cheat" : 
z_jockey_area_range_factor : 2.0 : , "sv", "cheat" : 
z_jockey_area_visibility_factor : 500.0 : , "sv", "cheat" : 
z_jockey_attach_delay : 0.2 : , "cheat", "cl" : Time between hitting a player and visually attaching
z_jockey_blend_rate : 1.0 : , "sv", "cheat" : 
z_jockey_control_max : 0.8 : , "sv", "cheat" : 
z_jockey_control_min : 0.8 : , "sv", "cheat" : 
z_jockey_control_variance : 0.7 : , "sv", "cheat" : 
z_jockey_debug : 0 : , "sv", "cheat" : 
z_jockey_health : 325 : , "sv", "cheat" : Zombie max health
z_jockey_leap_again_timer : 5.0 : , "sv", "cheat" : How long after a dismount before the jockey can leap again.
z_jockey_leap_range : 200 : , "sv", "cheat" : If victim is this close, leap at them
z_jockey_leap_time : 1.0 : , "sv", "cheat" : Time allowed between jockey bot leaps.
z_jockey_limit : 1 : , "sv", "cheat" : 
z_jockey_lookahead : 400.0 : , "sv", "cheat" : 
z_jockey_min_ledge_distance : 200.0f : , "sv", "cheat" : z-delta required for the jockey to try to run you off a ledge
z_jockey_min_mounted_speed : 0.6 : , "cheat", "rep", "cl" : 
z_jockey_pounced_surv_bark : 1 : , "sv", "cheat" : Select between behaviors for survivor shouts when pounced by jockey. 0 dispatches a SurvivorJockeyed concept to all players via THEN_ANY, 1 dispatches SurvivorJockeyed only to the pounced player and SurvivorJockeyedOther to all other players.
z_jockey_ride_damage : 4 : , "sv", "cheat" : 
z_jockey_ride_damage_delay : 1.0 : , "sv", "cheat" : 
z_jockey_ride_damage_interval : 1.0 : , "sv", "cheat" : 
z_jockey_ride_hazard_scan_distance : 500.0 : , "sv", "cheat" : 
z_jockey_ride_scan_distance : 800.0 : , "sv", "cheat" : 
z_jockey_ride_scan_interval : 3.0 : , "sv", "cheat" : 
z_jockey_speed : 250.0 : , "cheat", "rep", "cl" : 
z_jockey_speed_blend : 2.0 : , "sv", "cheat" : 
z_jockey_stagger_amount : 0.0 : , "sv", "cheat" : 
z_jockey_stagger_speed : 2.0 : , "sv", "cheat" : 
==Actions==
* JockeyAssault
* JockeyAttack
* JockeyBehavior
* JockeyLeap
==See also==
* weapon_jockey_claw
* ability_leap
* player
* spitter
* smoker
* boomer
* charger
* hunter
* tank
Joutomaa

== Introduction ==
Enter the mind of Filip Valkas, who lost his parents in the Seven Hour War, and take your revenge on your Combine captors in a new story centred on the Half-Life Universe. Pick up your own crowbar and force your way out of Citizen Containment Zone 19, and lead in the uprising against the alien agressors.
Features Include:
• A brand new story taking place in the Half-life universe.
• The stunning graphics of the Source engine.
• Additional music and voice actors to enhance the playing experience.
Character backround
Filip Valkas
Age: 31
Family status: dead
Filip was born and bred in the countryside before the portal storms began. After losing his family in aftermath of Seven hour war, he was forced to move into citizen containment zone 19.
Years later, Filip makes the difficult decision to join the Human resistance in order to help smuggle forbidden goods, like clean water and food, into the city and organize the underground resistance. Soon after, he becomes the political prisoner of the Combine.
== Download ==
Download http://www.filefront.com/17669231/hl2-ep2-sp-joutomaa-redux-2.7z/
== Author ==
Sauli Saarimaa
== See also ==
* Moddb profile http://www.moddb.com/mods/joutomaa
* Joutomaa website http://www.joutomaa.liitin.net
== Media ==
Category:Single Player Mods
Judgement

== Overview ==
 Judgement is a mod for Half-life based on the Judge Dredd/2000AD comics and is a well balanced, frantic deathmatch mod with a good variety of maps and weaponry.
== History ==
Judgement is an mod that was developed from early 2000 until the team dissolved in 2003/04. Originally intended to be a teamplay mod pitting Judges against Perps, the team didn't develop the mod past the Deathmatch stage it's available in today.
== Related links ==
* Judgement
Jurassic Life

== Overview ==
Jurassic Life is a mod currently being developed by BUTANe, It is set int he Jurassic Park universe where you play as Robert Muldoon, 'the person in charge of the safety of the park'. The game is being activley developed and can be tracked on their or on their Official Website
== External links ==
* Official Site
* 
Category:Single Player Mods
Ka/Modification

მოდიფიკაცია, შემოკლებით მოდი, არის თამაშის ძრავისათვის ფაილების გადაკეთება ან შექმნა, რომლის დახმარებითაც შესაძლებელია შეიცვალოს თამაშის სცენარი, გრაფიკა, გარემო, მოდელები და ა.შ.
==მოდიფიკაციის ტიპები==
*მესამე ხარისხოვანი მოდიფიკაცია ისეთი მოდია, რომელიც არ არის შექმნილი ორიგინალი თამაშის დეველოპერების მიერ. პირველ ხარისხოვან მოდიფიკაციებს კი ექსპანსია ეწოდება.
*სრულად გარდაქმნილი მოდიფიკაციები ისე ცვლიან ორიგინალი თამაშის შემადგენლობებს (ახალი მოდელებით, ანიმაციებით, კოდით და სხვ.), რომ ორიგინალი თამაში აღარც კი იცნობა. ასეთი ტიპის მოდები ძალზე იშვიათია, რადგან ეს მოითხოვს ძალიან დიდ სამუშაოს.
*მკვდარი მოდიფიკაციები ისეთი მოდებია, რომლებზეც შეწყდა მუშაობა და დეველოპერებს არ გამოუქვეყნებიათ თავიანთი ნამუშევარი (ხშირ შემთხვევებში ამის მიზეზი არის ინტერესის დაკარგვა).
==აგრეთვე იხილეთ==
*.
*.
Ka/SDK Installation

Source SDK არის უფასო ყველა Steam-ის მომხმარებლისთვის. ის გამოიყენება მოდიფიკაციებისა და სხვადასხვა მასალების შესაქმნელად , და ძრავის ვერსიებზე.
ახალ Valve-ის თამაშებს აქვთ თავიანთი SDK:
* 
* 
* (ყველასთვის უფასო)
* 
== ინსტალაცია ==
[steam://run/211 დააკლიკეთ აქ Source SDK-ს დასაინსტალირებლად.] თუ ეს არ მუშაობს, მაშინ:
# გახსენით Steam.
# დააკლიკეთ Library.
# შეცვალეთ ჩამონათვალი (list) და დააყენეთ Tools.
# მოძებნეთ და გახსენით Source SDK.
# დააკლიკეთ Download and Install / Next გასაგრძელებლად
# Source SDK გადმოიწერება თქვენს კომპიუტერში Steam-ის მეშვეობით.
== გაშვება ==
როდესაც Steam დაასრულებს ჩამოტვირთვას, თქვენ შეგეძლებათ ჩართოთ SDK Tools ტაბიდან. თქვენ აგრეთვე შეგიძლიათ შექმნათ შორთქათი (მალსახმობი) დესკტოპზე (სამუშაო მაგიდაზე). ამისათვის მაუსის მარჯვენა ღილაკით დააკლიკეთ SDK-ს Tools ტაბში და დააჭირეთ Create desktop shortcut.
როდესაც პირველად ჩართავთ SDK-ს, ის დიდ დროს წაიღებს ფაილების ამოარქივებასა და დალაგებაზე. ეს აღარ განმეორდება სანამ SDK-ს ახალ ვერსიას არ გადმოწერთ.
ამის შემდეგ, თქვენ შეგეძლებათ აირჩიოთ თამაში და იმუშაოთ მასზე SDK-ში. თუმცა, შეიძლება შეგექმნათ პრობლემები თუ თქვენ მიერ არჩეული თამაშის უახლესი ვერსია არ გაქვთ დაინსტალირებული. ამის შესამოწმებლად ჩართეთ ეს თამაში და, როდესაც მთავარი მენიუ ჩაიტვირთება, გამორთეთ იგი.
== შემდეგ რა ხდება? ==
თუ გსურთ ისწავლოთ Source ძრავისთვის მასალების შექმნა, კარგი ადგილია დასაწყებად.
== შეცდომები და ხარვეზები ==
* წაიკითხეთ SDK-ს უახლეს ვერსიაზე ინფორმაციის მისაღებად.
* იხილეთ SDK-ს ძირითად შეკითხვებზე პასუხების სანახავად.
* ტურების შექმნისთვის კი იხილეთ .
== აგრეთვე იხილეთ ==
*
Kamidex

Kamidex is a modifcation built around the Source Engine. The development team of Kamidex are expecting to get their mod released to the public within the first half of 2007. Kamidex is currently a singleplayer mod, however there has been speculation that suggests it could be released with a multiplayer section.
On 20 November 2006, the team announced that the game was now fully playable up until level 3.
== The Storyline ==
"The commanders of your planet notice some abnormal teleportation readings coming from earth. A crew is sent out to investigate, with you being one of them. Orbiting at a safe altitude from the earth, you watch the war between humanity and the combine. But then something terrible happens. Your entire squad looses control of their craft, and get pulled into the Earth's atmosphere by an invisible force. The light blinds you, and there's a crash. The next thing you know, you're in the middle of an abandoned building on the outskirts of 'City 11'.
Who is responsible for bringing you onto the planet? There are a lot of questions remaining unanswered, but as you struggle to find a resolution you have to battle your way through packs of Antlions, Alien-Human Hybrid Zombies, the combine, and the normal refugees of the city. You're causing panic, nobody can trust you - you can trust no one. You also have the aid of your alien weapons technology, as well as having to make use of your surroundings."
== Praise ==
- Kamidex has been praised by the public for having such a unique storyline for a single player modification. It has also been said that the mod might not need to have all the content that more graphically "expensive" mods have.
- Kamidex has also been featured on Half Life 2 Spain, and HLPortal.de.
== See also ==
Website
ModDB Profile
Kamidex Video Media
KeyValues3

KeyValues3 is a Valve developed data format. It is similar in structure to JSON, but supports binary encodings, versioning, and data annotations. The text syntax also has some minor ergonomic improvements (support for single- and multi-line comments, trailing commas, and multi-line strings.)
==Games==
# - for Bot Behavior Trees, prop_ammo_box_generic
== File format ==
==Text Header==
The header of a text KV3 file specifies the encoding and format of the file. These are specified as GUIDs rather than integers to prevent unintentional collision if two people change format or encoding simultaneously in separate projects.
: For the average user, GUIDs at the top of a KV3 file should always be the same.</font>
==Example==
<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
	boolValue = false
	intValue = 128
	doubleValue = 64.000000
	stringValue = "hello world"
	stringThatIsAResourceReference = resource:"particles/items3_fx/star_emblem.vpcf"
	multiLineStringValue = """
First line of a multi-line string literal.
Second line of a multi-line string literal.
"""
	arrayValue =
	[
		1,
		2,
	]
	objectValue =
	{
		n = 5
		s = "foo"
	}
	// single line comment
	/* multi
	line
	comment */
}
== Multiline String Literals ==
Multiline string format is:
* Begin string with three unescaped quotes followed by an immediate newline (eg. the buffer looks like "\"\"\"\n")
* End string with a newline followed by three unescaped quotes (eg. the buffer looks like "\n\"\"\"")
* All characters between the two newlines (non-inclusive) are taken literally, with no normal escape characters.
== Flags ==
* KV3 keys can have flags to annotate their value as having special importance to some systems. Currently the available flags are:
	resource
	resourcename
	panorama
	soundevent
	subclass
Category:File formats
Category:Files
Category:Dota 2 Workshop Tools
Category:Counter-Strike: Global Offensive
Keybinds for NavMesh editing 1

To use this CFG file, place it in the ...counter-strike source\cstrike\cfg directory. 
Make sure, you have in the properties of the 'config.cfg', write-protection activated. Otherwise you would permanently overwrite your in-game-key-bindings! Then, while in the game, type exec navedit.cfg in the console, where "navedit.cfg" is the name of the CFG file you want to use. This will bind all the keys as described in the CFG. If you quit the game and return, the bindings will have been removed. 
The following is a CFG file that can be used for bot navigation mesh editing. To use it, copy the text below into any text editor, edit it if you like, and save it as navedit.cfg.
<nowiki>Nav_edit "1"
bind y nav_mark_walkable	//Before auto-generating, this makes sure the spot will be walkable
bind o "nav_quicksave 0" 	//Turn quicksave off
bind p "nav_quicksave 1" 	//Turn quicksave on
bind f9 nav_generate		//Creates the initial navigation file for editing (may take a long time)
bind mouse1 nav_begin_area	//Click to start defining a new nav area
bind mouse2 nav_end_area	//Click to finish creation of new nav area
bind mouse3 nav_delete		//Click to delete a nav area
bind q nav_mark			//Mark or unmark a nav area (use with other commands below)
bind v nav_split		//Splits a nav area at the white line in your line of sight
bind b nav_merge		//Merges a marked nav area with the one in your line of sight
bind n nav_splice 		//Splices a marked nav area with the one in your line of sight
bind 1 nav_avoid		//These number keys set or unset areas for bot activities
bind 2 nav_crouch
bind 3 nav_dont_hide
bind 4 nav_jump
bind 5 nav_no_jump
bind 6 nav_precise
bind 7 nav_run
bind 8 nav_stand
bind 9 nav_transient
bind 0 nav_walk
bind e nav_corner_select 	//Toggle selection of nav area corner in marked area
bind r nav_corner_raise		//Raises selected nav area corner
bind f nav_corner_lower		//Lowers selected nav area corner
bind z nav_connect 		//Connects a marked nav area with the one in your line of sight
bind x nav_disconnect 		//Disconnects a marked nav area from the one in your line of sight
bind f6 nav_save		//Saves nav file
bind f7 nav_analyze		//Necessary as a final step
bind g nav_toggle_place_painting //It is not practical to bind all the possible placenames;
				 //You'll have to type the individual commands
</nowiki>
==See also==
* Navigation Meshes
Category:Counter-Strike: Source
Category:Counter-Strike: Global Offensive