nyuuzyou/wikis huggingface dataset:
Ai debug nav

The ai_debug_nav console command is a debugging tool used to examine navigation problems in NPCs. When enabled, NPCs will report their navigation decision making process to the console. It's primarily a tool used by programmers to determine where navigation problems lie. Some familiarity with the AI navigation system is needed to make use of the output.
==Example==
Among other output, ai_debug_nav provides useful information for the following events:
* NPCs creating navigation goals. Provides a detailed breakdown of the goal parameters.
* NPCs building routes, both succeeding & failing.
* NPCs modifying their route while walking it, usually due to simplification.
* NPCs attempting to stop their movement.
* NPCs jumping.
* NPCs disabling collision with vphysics simulated entities.
==Usage==
* ai_debug_nav 1
** Turns navigation debugging output on.
* ai_debug_nav 0
** Turns navigation debugging output off.
==See also==
*ai_show_connect, npc_go, npc_route, ai_moveprobe_debug.
Category:Debugging
Category:AI commands
Ai goal actbusy

This entity points to a set of NPCs to control, and contains options about how it should go about making those NPCs act busy. There are two common methods of using ai_goal_actbusy entities:
#Use Activate to order NPCs under the entity's command to act busy.
#Leave the ai_goal_actbusy inactive, and send it ForceNPCToActBusy inputs to order specific NPCs under its command to act busy.
== Games ==
# 
# 
== Keyvalues ==
== Inputs ==
== Outputs ==
== See also ==
*, A similar entity.
Category:AI
Ai goal actbusy queue

It can do anything that an can do, except this entity is designed to order actbusy hints and NPCs in a queue. The queue can be moved forward, and when the first NPC in the queue leaves, it can be given orders.
 
You can't just use a small delay there, cause it still interrupts extra other npc from queue and npc, who finished his busy activity react immediately, causing whole queue to stuck by his movements, cause he didn't proceed to exit node, also, you can't use OnNpcLeft and OnNpcLeftQueue (it just won't work in this case).
OnNPCFinishedBusy !activator AddOutput OnUser1 busy_relay:Trigger
OnNPCFinishedBusy !activator FireUser1 <delay:0.20>
In your logic_relay (busy_relay) you can set a delay to wait for npc before switching to other ai_goal_actbusy system like this:
OnTrigger actbusy_street_new ForceNPCToActBusy !activator <delay>
==Keyvalues==
==Inputs==
==Outputs==
==See also==
*Actbusy Queues - Description of the Actbusy queue system.
Category:AI
Ai goal assault

This entity specifies which NPCs are to carry out an assault, and triggers it when any conditions given are met. One goal can handle multiple rally points. Must be active to be able to be triggered.
Upon activation, the entity will round up all its actors (specified in a keyvalue), and instruct them to select their (s) and move to it/them. Upon arrival at the rally point(s), each actor then begins waiting for an Assault Cue, unless instructed to assault immediately.
Upon the cue, it will then instruct all actors to begin moving on from their current rally point to the specified by the rally point.
== Keyvalues ==
== Inputs ==
== See also ==
* and - Two prefabs containing complete setups of a mass assault of metrocops and soldiers respectively.
Category:AI
Ai goal lead

It makes an NPC attempt to lead the player to a target. If the player doesn't follow or lags behind, the NPC will wait for the player or attempt to "retrieve" them. This entity has many options to control its behavior, including extra Response System support. Good examples of its use are on after killing the gunship, and on when the vortigaunt tells the player to follow.
==Flags==
==Keyvalues==
==Inputs==
==Outputs==
==See also==
*, a special version of the entity.
Category:AI
Ai goal police

==Entity description==
Makes an guard ("police") an area against a target entity. If the target comes within range, the officer will chase it out of range - administering beatings if necessary. Note that it is not required for standard metrocop player provocation/chase behavior.
Trigger it by sending the selected npc_metropolice a SetPoliceGoal input, with the ai_goal_police's targetname as a parameter.
This AI goal will override any AI relationships (so you will not have to use an to make the officer not attack the player just because npc_metropolice hates the player by default). However, behavior is influenced by whether the "Gordon pre-criminal" global has been set.
===Police Behavior===
The officer will walk to his post (located in the very center of the guard post area) and stand there facing the direction specified. If the specified Target (NPCs or the player) enters the guard post area, the officer will be provoked. If the officer doesn't have a stun stick, he will just give verbal warnings when provoked (other nearby officers may attack for the officer if they have a stun stick). If the officer has a stun stick, he will also activate it to warn the target, and will suppress (beat) those who dares to get within his reach. (This does damage.)
Before activating his stunstick (if equipped, not essential though), the officer will push the player back a number of times before holding it up, and finally activating it. If provoked enough, the officer will finally (by default) leave his post to give chase to the target until its out of the guard post area, after which he will return to his post (if he can find his way back to it).
===Knock Outs===
The officer can also use their stun stick to knock the player out in one hit if instructed to do so by the Knock-out target past crossing plane flag, or the EnableKnockOut input. The crossing plane runs perpendicular to this entity's Pitch Yaw Roll.
If the player is knocked out, the whole screen will turn white so they can't see anything, but can still move around just as normal, so this needs to be combined with sending the OnKnockOut output to other entities in order to be realistic. (In HL2, the player normally wakes up outside the guard post area, presumably having been carried there.)
This does not function for NPCs. If you want this effect on citizens, you have to script it or something of similar effect.
==Flags==
*2: Knock-out target past crossing plane
:While the police target is behind the crossing plane (defined by this entity's Pitch Yaw Roll) knock out behavior described above will be enabled for the officer.
*4: Do not leave post
:The officer will not leave his post to chase the target, no matter how provoked he will be. This is very useful when guarding entrances, as the target may otherwise lure the officer away from it and then circle around him and get past him. (Multiple examples of use on .)
==Keyvalues==
==Inputs==
==Outputs==
Category:AI
Ai goal standoff

This entity enables NPCs to take part in standoffs - they will attack more tactically, take cover frequently, and possibly wait for the player to lead forward.
==Keyvalues==
:
Literal value	Description 	Take cover to reload	Min time wait to shoot	Max time wait to shoot	Min shots in a burst	Max shots in a burst	Odds cover on damage	Enemy hides abandon time
0 	Very Low 	Yes 	4 	8 	2 	4 	50/100 	30
1 	Low 	Yes 	2 	5 	3 	5 	25/100 	20
2 	Medium 	Yes 	0.6 	2.5 	3 	6 	25/100 	10
3 	High 	Yes 	0.2 	1.5 	5 	8 	10/100 	10
4 	Very High 	No 	0 	0 	100 	100 	0/100 	5
5 	Custom/Default	Yes 	1.5 	2.5 	1 	3 	25/100 	0
===Custom Aggressiveness===
The FGD says these keyvalues are disabled in code, but that is not true (in fact, Valve uses them). These will override the numbers in the Custom/Default row in the table above.
==Inputs==
Category:AI
Ai network

It is a vital entity to all NPC and AI functions that is created every map load. If you were to it in the game, NPCs would freeze up entirely - no speech other than what is handled by choreographed scenes, no animations except for facial animations, no movement. ing would also render all console commands unusable. A functional can be created after removal by creating a save then loading such save.
It is referred to as by the engine. Valve at one point intended to expand on this entity by making multiple of these work together in maps.
 has no way of resetting itself outside of the standard / capabilities.
== See Also ==
* 
* 
Category:AI
Category:Entities
Ai npc eventresponsesystem

An entity that allows you to generate events for nearby friendly NPCs to respond to. Using the Response System you can create npc speak dialogue in response to events in your map. 
*Objective destroyed NPC Shouts “Great job! Pick up the wounded, return to base!”
 
== Keyvalues ==
== Inputs ==
== ConVars/Commands ==
Category:Half-Life 2 point entities
Category:AI
Ai relationship

It sets a relationship type between two parties. These parties could be either a single specific NPC by using the targetname of it, or all NPC's of the same type by using the classname instead. I.e npc_helicopter, npc_helicopter, ect.
Any object descending from can have relationships, most notably NPCs and players.
To make NPC's change their relationship to the player, set the Target(s) field to !player.
If you set the Disposition of any NPC towards the player to to "like" and then also enable Reciprocal, then the player will lower its weapon when looking at the subject NPC.
Dispositions:
Name 	Description
Hate (D_HT) 	Considers the target an enemy. Most NPCs will attack if possible, although NPCs that cannot attack may flee instead.
Fear (D_FR) 	Tries to avoid/flee from the target. Behavior varies across NPCs. Most NPCs will just run to cover out of the target's sight while NPCs with ranged weapons may run away while shooting at the feared enemy.
Like (D_LI) 	Considers the target a friend. NPCs will never intentionally attack these targets and NPCs with bits_CAP_FRIENDLY_DMG_IMMUNE (e.g. citizens) will not take any damage from NPCs or players that have this disposition towards them.
Neutral (D_NU)	Considers a target neutral. NPCs usually won't consider these targets at all, or at least not care about them as enemies or as allies. This is used for fauna like crows.
Error (D_ER) 	This "error" disposition is used internally to determine if something went wrong in a relationship. Should not be used. NPC behavior mostly equivalent to neutral.
==Flags==
==Keyvalues==
==Inputs==
==See also==
*List of default AI relationships
Category:AI
Ai script conditions

It allows a mapper to define a list of conditions relating to the player, an NPC, and an optional target, that trigger events when the conditions are fulfilled.
Fired only once, automatically, when the condition is first fulfilled, then disables itself. Use Enable inputs to recheck conditions.
An example of its use is on . When Odessa holds out the rocket launcher for Gordon to grab, an ai_script_conditions is used to tell how close the player is to Odessa. When the player is within a very small range, Odessa drops the weapon. 99% percent of the time, the player will be close enough that they will then automatically pick up the .
==ConVars/Commands==
==Flags==
==Keyvalues==
:*1: No
:*2: Yes
:*3: Don`t care
==Inputs==
==Outputs==
Category:AI
Ai show connect

==Introduction ==
The ai_show_connect console command is a debugging tool for examining the AI node graph. The quality of the node graph has a large impact on the perceived quality of the AI, so it's important to be able to identify and solve node graph problems. 
When debugging node graph problems, first determine the hull size used by the NPC that's having problems navigating. Each NPC tells the AI system the size of its NPC Hull. A small headcrab will be able to get into spaces that the much larger Antlion Guard can't, so the AI system calculates potential connections between nodes for each registered hull.
The easiest way to fix node graph problems is to use the map_edit command, which allows you to interactively modify the node graph in-engine.
== Graph Display ==
An example on the right shows ai_show_connect in action. The currently selected hull is shown in the bottom right corner. In this case, the hull is HUMAN_HULL, which is used by all humanoid sized enemies (Combine Soldiers, Metropolice, Citizens, Alyx, etc).
The color of the lines between the nodes will identify the type or state of the connection between the nodes. The colors are as follows:
; Green: Ground movement connection. Only usable by NPCs that move on the ground.
; Blue: Jump movement connection. Only usable by NPCs that can jump. 
; Cyan: Fly movement connection. Only usable by NPCs that can fly.
; Grey: A connection currently turned off by an info_node_link_controller.
; Dark red: A connection that is valid for some other Hull size, but not the currently selected Hull.
; Bright red: A connection that an NPC recently marked invalid because it was unable to move between the nodes. 
Once marked, connections stay invalid for at least 4 seconds to prevent multiple NPCs trying to navigate over a dynamically blocked connection.
==Usage==
* ai_show_connect
: Toggle displaying ground node connections.
* ai_show_connect_jump
: Toggle display of jump connections between nodes.
* ai_show_connect_fly
: Toggle display of fly connections between nodes.
* ai_next_hull
: Display the next NPC Hull size.
* ai_nodes
: Display all nodes. Useful for spotting nodes without any connections to them. Entering the command twice will also display the Hammer ID of the node.
==See also==
*map_edit
*ai_debug_nav, npc_go, npc_route, ai_moveprobe_debug.
Category:Debugging
Category:AI commands
Ai sound

This entity makes abstract sounds or smells that can be sensed by NPCs, but not by the player. This can be used to cause reactions in nearby NPCs. An entity called appears to help with managing AI sounds when the game runs.
==Keyvalues==
:
Literal Value	Description
1 	Combat: Will cause most NPCs to become alert
2 	World: Will cause most NPCs to become alert
4 	Player: Feign player audible
8 	Danger: Will cause most NPCs to move away from the position of the sound
16 	Bullet Impact
32 	Carcass
64 	Meat
128 	Garbage
256 	Thumper: causes antlions to run away briefly
512 	Bugbait: get nearby antlions' attention
1024 	Physics Danger: Scares off , , and
2048 	Sniper Danger: Scares s into their hole
4096 	Move Away: Pushes away npc_metropolice, , npc_combine_s, , ,
8192 	Player Vehicle: Makes NPCs hear the player & makes npc_metropolice turn towards the sound (only used by
16384 	Player Companion Readiness: Low
32768 	Player Companion Readiness: Medium
65536 	Player Companion Readiness: High
:
Literal Value	Description
1048576 	Sound is from Sniper
2097152 	Gunfire (use with combat sound type)
4194304 	Mortar (pending explosion)
8388608 	Only Combine hear/smell
16777216 	React to source (faces the ai_sound instead of location proxy)
33554432 	Explosion (use with combat sound type)
67108864 	Exclude Combine (Combine don't hear/smell)
134217728 	Danger approach (react with danger if you see the ai_sound, just face if otherwise, shouldn't work with location proxy)
268435456 	Only allies (npc_citizen, etc.) hear/smell
==Inputs==
Category:AI
Airlock

Airlocks are the Coop areas between chambers that are used as respawn points for the players.
==Instance==
1.) 
Create a func_instance with the following settings:
::
Property Name	Value
Name 	coop_airlock_room
VMF Filename 	instances/multiplayer/two_player_airlock.vmf
 
2.) Create a Coop Door, and line them up.
==Manual Creation==
Category:Portal 2 Level Design
Category:Portal 2 Tutorials
Aiscripted schedule

It issues a command to an NPC without suppressing its normal AI routines.
This entity is often used to make a NPC travel to a specific location or follow a path_corner track.
==Flags==
==Keyvalues==
==Inputs==
==See also==
* (for seizing complete control of the NPC)
* Assaults (for combat)
* npc_citizen_fleeing - A prefab that demonstrates scheduled behavior.
Category:AI
Aiscripted sequence (GoldSrc)

Using the scripted_sequence entity as base, the aiscripted_sequence entity inherits the same responsibility of making a monster entity move to a specific location and/or perform a given animation. The primary difference being that it completely overrides the targeted monster's AI. Regardless of what you do to the monster, it will follow this sequence.
aiscripted_sequence was also used early on in the development of , and can be found in leaked maps.
==Key Values==
:
#	Description
0	No
1	Walk
2	Run
4	Instantaneous
5	No - Turn to Face
:
#	Name 	Description
0	Default AI	The AI will order the monster to clear it's schedule (kinda like a "reset"). It will resume normal behavior afterwards.
1	Ambush 	The AI will order the monster to go into an "ambush" schedule. That is to wait for an infinite period of time unless it see an enemy or take damage.
== Flags ==
Category:Half-Life Entities
Akella

Founded in 1995, Akella (: Акелла) was once one of the major game developers and publishers of the Russian games industry (which unofficially earned them the nickname "the EA of Russia"), until the release of . which was developed by their subsidiaries, Trashmasters and published by Akella with resources from Running with Scissors. 
This game, and, along with the effects of the 2008 recession which happened in many countries, including Russia, and many other bad decisions made in the company such as firing its development teams, caused the company to lay off many of its staff and become defunct. In November of 2022, Valve delisted from the store due to the game using a DRM system that was no longer functional, which rendered the game unplayable. 
 was re-released on Steam in October 2023 after what remains of Akella gave Running With Scissors access to the game's Steam page. Running With Scissors then worked with Zoom Platform, who maintained the game on their own storefront, to update the game and provide bug fixes and technical improvements where possible.
The company is also known for publishing and in Russia, aswell as translating them. Other popular and well-known games from overseas published by Akella for the Russian market include the Assassin's Creed series, the older titles in the Postal series (POSTAL 1 and 2), the Resident Evil series, Pirates of the Caribbean, and many more.
== See also ==
* Official Website - EN (Archived, 2015)
* Official Website - RU (Archived, 2016)
* Organization category
Category:Studios
Category:Developer Corporations
Alans

__NOEDITSECTION__
== Introduction ==
This is my final year project that I directed, designed and produced. Built using the Source engine (Half-Life 2: Episode 2). The game features professional voice actors and a fun, strange story. Features great action and challenging puzzles.
Please note Alans requires Half-Life 2: Episode Two to play.
Please feel free to leave your comments on what you thought of the mod.
== Story ==
A new cult has started in a small town, offering to take its recruits to a new planet for a greater life. At the local Police Station new recruits Sam and Larry have been tasked with investigating. Once in they discover some strange experiments but must use this technology to get to its leader and arrest him!
== Media ==
Image:Alans pic H8.jpg|
Image:Alans pic H4.jpg|
Image:Alans pic H7.jpg|
Image:Alans pic H5.jpg|
Image:Alans pic H3.jpg|
Image:Alans pic H1.jpg|
== See also ==
* Mod's post on authors blog
* Vimeo video - A video of Alans.
*
Albedo

An albedo, often interchangeably referred to as diffuse map, is a term used to describe reflection coefficient of a material surface containing view-independent Base Color information without any additional lighting or shadow information. Often stored into a Image Texture. It's used to tell which color tint and initially add basic details for a Diffuse surface. And defines what we normally think of a texture as being before enhanced by other "treatment" textures like bump maps or specular masks.
: 
: 
== Engine ==
Engine-wise, Albedo is usually used to archive a brighter or toon-like surfaces, such what we see in and characters. Often confused and interchange term for Lambert Diffuse texture, often combined with other informations such radiosity maps, luminance maps, shadow maps, diffuse maps and occlusion maps as cheap shading aproximation.
Category:Glossary
Alexander Zemlinsky

__NOTOC__
Alexander Zemlinsky is the protagonist of . He's a 26-year-old subway technician that's been suffering with leukemia for the past 4 years.
==Appearance==
Alex is bald and skinny, likely a consequence of his ongoing battle with leukemia. His outfit consists of a black cap, a grey tube scarf, and a layered white shirt adorned with black spots and intricate spider-like scribbles at the center, with red sleeves. Additionally, he sports blue jeans and black shoes.
==Personality==
He's a somewhat reserved and drowsy individual although he still maintains a circle of friends and carries out his responsibilities. Notably, he's somewhat skilled with firearms, albeit slower and sluggish.
== See also ==
* Gordon Freeman, protagonist of most titles.
* Adrian Shepard, protagonist of .
* Jamil Lee, protagonist of another mod, .
* Adam Ivanov, protagonist of another mod, .
* Anders, protagonist of another mod, .
Category:Protagonists
Category:Get a Life
Alien Swarm

(2010) is a completely free top-down shoot-em-up for up to four co-op players, which is a remake of the Unreal Tournament 2004 mod with the same name, created by Black Cat Games after the company was bought up by Valve. Its complete source code is provided in a new SDK as a sample project for Source modders, much like was for .
A mod based on Alien Swarm will not require the purchase of another Valve game to play, but it will not have access to the usual "Source base" HL2 content either.
The game thrusts players into an epic bug hunt featuring a unique blend of co-op play and squad-level tactics. With your friends, form a squad of four distinct IAF Marine classes. Plan your attack using an unlockable arsenal of weapons with countless loadout configurations against a wide variety of aliens. Blaze your way through an overrun, off-world colony, eradicating the alien infestation in environments ranging from the icy planet's surface, to a subterranean lava-flooded mining facility.
For mapping in Alien Swarm, see :Category:Alien Swarm.
==Features==
; TileGen
: A new quick-build mapping tool. Level designers create connectible rooms and corridors which can be arranged either by hand or programmatically. TileGen maps can be played in-editor, and/or can be exported to Hammer for further refinement.illuminate an entire scene.
; VTF version 7.5 and PCF version Binary 5 PCF 2
: The latest versions of Source's texture and particle formats.
; Depth of field
: A real-time depth of field shader blurs backdrop scenery.
; Vertex animation
: The ability to animate vertexes directly is now supported.
; Various entity improvements
: Numerous entities have been improved and have new features, such as and .
; Water debris flow
: Water now supports the ability to use a base texture layer that is flowed using a flow map. This implemention is less advanced than 's, however.
; Lightmap influence on cubemapped materials
: Lightmaps can now tint cubemap reflections in the shader.
; Steamworks integration
: Unclear how useful this will be, as currently Steamworks distribution is required to implement persistence, Steam Cloud, achievements, etc.
==SDK and Source Code==
The source code for is included in the . It lacks a lot of supporting code that the provides, however:
Added
* GameUI
* Navigation Meshes
* Response Rules
* VScript
Removed
* Linux server support
* mathlib
* tier1
* utils (various command-line tools)
* VGUI controls
* VMPI
The SDK is available to everyone, not just owners of Source games.
==Dedicated server==
See Alien Swarm Dedicated Server for instructions on setting up your own Alien Swarm dedicated server.
==Content==
* Alien Swarm (swarm)
* Alien Swarm base (swarm_base)
* Alien Swarm platform (platform)
* 
Category:Alien Swarm
Category:Open source mods and games