nyuuzyou/wikis huggingface dataset:
Bmodel

A bmodel (short for brush model) is a model made out of BSP brushes. These are normally called from within the currently loaded BSP map file. Each bmodel uses its own BSP tree; there is a bmodel for worldspawn, as well as bmodels for each brush entity.
The struct used to define bmodels in is . The "D" might stand for "display", being consistent with other structs in the file.
With the exception of the bmodel used by worldspawn, bmodels are called from an entity using in the KV, wherein # is an integer index representing the location of the bmodel in the BSP file. Worldspawn always uses bmodel 0, and does not require a key; in fact, bmodel 0 cannot be loaded via the key.
* In , and by extension , any entity can use bmodels from a separate BSP file from the currently loaded map. If a bmodel is loaded from a separate BSP separate, the worldspawn bmodel will be used.
:
:
* In , and by extension , only bmodels built into the current map can be used.
:
Category:Glossary
Bmortar

It is a gonarch's bomb that exploads that explodes shortly after landing to ground. The damage at the epicenter of the explosion causes huge damage to player, it doesn't huge damage if player is located at a short distance from the epicenter of the explosion. It can be detonated in air using a weapon or any other source of damage, but after landing, it is immune to bullet damage (still can be exploded by damage from explosion). There is no cvars related to this entity (needs confirm). All inputs and outputs are same as CBaseAnimating.
Represented by class CBMortar.
==Dedicated ConVars==
Boolean

A boolean value is a toggle used in programming that is inherently exclusively either "on" or "off". When enabled it is denoted with true or 1, and with false or 0 when disabled, depending on the syntax of the language being used.
Its use varies in different areas of the engine:
* C++ code generally uses true / false
* Materials use 1 / 0
* Weapon Scripts use 1 / 0
* .VMF files use 1 / 0
* .DMX files 
Certain file types used in Source also do not typically use booleans:
* .QC files
* .SMD files
Category:Glossary
Boomer

By default the AI director tries to spawn him in front of survivors (SPAWN_SPECIALS_IN_FRONT_OF_SURVIVORS spawn set). Boomer spawns with their melee ability weapon_boomer_claw and ability_vomit which controls their special ability.
==Mission file settings==
==ConVars/ConCommands==
z_boomer_gibs : 1 : , "cheat", "cl" : 
z_boomer_limit : 1 : , "sv", "cheat" : 
z_boomer_near_dist : 180 : , "sv", "cheat" : 
z_exploding_force : 5000 : , "sv", "launcher" : 
z_exploding_health : 50 : , "sv", "cheat" : Exploding Zombie max health
z_exploding_inner_radius : 130 : , "sv", "launcher" : 
z_exploding_outer_radius : 200 : , "sv", "launcher" : 
z_exploding_shove_interval : 10 : , "sv", "cheat" : 
z_exploding_shove_max : 5 : , "sv", "cheat" : 
z_exploding_shove_min : 4 : , "sv", "cheat" : 
z_exploding_speed : 175 : , "cheat", "rep", "cl" : 
z_exploding_splat : 50 : , "sv", "cheat" : Boomers splat instead of making a thud when taking this much falling damage
z_exploding_splat_radius : 200 : , "sv", "cheat" : Boomers splattering on the ground make survivors inside this radius it
z_female_boomer_spawn_chance : 25 : , "sv", "cheat" : **Chance (0 - 100) if a female Boomer shouldn't be allowed to spawn. Setting to 100 means no female Boomers.
==Actions==
* BoomerAssault
* BoomerAttack
* BoomerBehavior
* BoomerHide
* BoomerRetreatToCover
* BoomerSelfDestruct
* BoomerVomitOnVictim
==See also==
* NextBot
* weapon_boomer_claw
* ability_vomit
* player
* spitter
* smoker
* hunter
* charger
* jockey
Borealis

The Borealis is a lost mysterious ship originally owned by Aperture Science before they lost funding to Black Mesa. It's stranded in the ice in the North with its drydock and a mysterious weapon.
The Borealis was originally to be part of the storyline, but it was scrapped. 
== Portal in Half-Life Continuity ==
This is a picture seen at the end of Half-Life 2: Episode Two. There is a container labeled Aperture Science, so there definitely is a link between the Half-Life universe and Portal.
== See also ==
*Half-Life 2: Episode Two
*Half-Life 2: Episode Three
*Portal
Category:Half-Life Continuity
Bot

A bot (short for robot) is similar to an NPC in a multiplayer game, usually designed to behave like a human-controlled player. An example is the bot. 
== Long Version ==
Given the team-based competitive nature behind many first-person shooters, a player who plays offline games, presumably with limited or no internet access, will be missing out on a huge portion of the game. To remedy this, these games usually come with bots, which are NPCs that behave like a human player.
Another distinct definition of "bot" is that of a computer program which is commonly designed to perform monotonous or hard-to-achieve tasks such as "farming" and raising levels in RPG-type games. As a result, most RPG games have banned them from use because it is considered cheating. In FPS games this type of bot is also known to be a form of cheating. It helps players achieve better scores by improving their aim and reflexes which, in the extreme case, are completely controlled by the bot software.
== Bot Classes and Properties ==
Bot Class 	Game	Target Classfor I/O, VScript	Affected by...?	Affected by...?
Bot Class 	Game	Target Classfor I/O, VScript	 	
cs_bot 	 	player 	 	
cs_bot 	 	cs_bot1 	 	
cs_bot 	 	cs_bot 	 	
survivor_bot	 	player 	 	
tf_bot 	 	player 	 	
== Related Console Commands and Variables ==
All games with bots have ConCommands and ConVars to control them. These might have slightly different side effects per game.
ConCommand / ConVar 	Description
bot_add 	Adds a bot to the server. Parameters can be used to set the name, team or difficulty of the new bot. This command might do nothing the first time if bot_quota_mode is set to fill.
bot_dont_shoot 	Determines whether bots will intentionally shoot at enemies or not. They might still shoot for example if they are blinded by a flashbang or if a func_breakable is in their way.
bot_kick 	Remove all bots from the server. Parameters can be used to target only specific bots. Bots don't die in this process such that they don't drop any equipment.
bot_kill 	Cheat command that makes all bots suicide. If a parameter is given, tries to kill the bot with that name.
bot_quotabot_quota_mode	Determines the number of bots on the server that are added automatically.
bot_stop 	If set to non-zero, bots won't do anything.
bot_moveto 	Will move a generic bot.
== See also ==
* Navigation Meshes
* NextBot
* Server-Side Bots
* RCBot2
* Botrix
* Bot Behavior Trees
* VScript Examples#Functions to distinguish bots and human players
==External links==
* Computer game bot
Category:Glossary
Bot action point

Used to mark a location where bots should perform a specific action.
== Keyvalues ==
:
Literal Value 	Description
taunt 	Taunt
despawn 	Leave the game
cloak 	If Spy, Cloak
uncloak 	If Spy, Uncloak
attack sentry at next action point 	Attack sentry gun at next action point
disguise 	If Spy, Disguise
build sentry at nearest sentry hint	If Engineer, build a sentry gun at the nearest sentry hint
== Outputs ==
Bot controller

An entity used to create a bot, and then issue commands to it.
== Keyvalues ==
:* 1 : Spectator
:* 2 : Red
:* 3 : Blue
:* 0 : Random
:* 1 : Scout
:* 2 : Sniper
:* 3 : Soldier
:* 4 : Demoman
:* 5 : Medic
:* 6 : Heavy
:* 7 : Pyro
:* 8 : Spy
:* 9 : Engineer
== Inputs ==
== Outputs ==
Bot generator

generates bots.
== Keyvalues ==
:* auto : Any
:* red : Red
:* blue : Blue
:* auto : Any
:* scout : Scout
:* sniper : Sniper
:* soldier : Soldier
:* demoman : Demoman
:* medic : Medic
:* heavyweapons : Heavy
:* pyro : Pyro
:* spy : Spy
:* engineer : Engineer
:* goto action point : Go to specified Action Point
:* taunt : Taunt
:* despawn : Leave the game
:* cloak : If Spy, Cloak
:* uncloak : If Spy, Uncloak
:* attack sentry at next action point : Attack sentry gun at next action point
:* disguise : If Spy, Disguse
:* 0 : Respawn as usual
:* 1 : Remove self
:* 2 : Move to Spectator team
:* -1 : Default
:* 0 : Easy
:* 1 : Normal
:* 2 : Hard
:* 3 : Expert
== Flags ==
== Inputs ==
== Outputs ==
Bot hint sentrygun

It is used to indicate Engineer bots another desirable spot to setup a sentry gun is located at. Required for MvM engineer bots to function.
This entity is used in conjuction with and . All three entities must share the same targetname to be associated with each other.
==Keyvalues==
==Inputs==
==See also==
* bot_hint_engineer_nest
* bot_hint_teleporter_exit
Bot hint teleporter exit

Used to show Engineer bots where a previously unknown, but also great spot to build a teleporter exit is at. Required for MvM Engineer bots, or they'll not be able to build teleporters when a MvM Mission maker does so.
This entity is to be used in conjuction with bot_hint_engineer_nest and bot_hint_sentrygun. All three entities must share the same targetname in order to be associated with each other.
== Keyvalues ==
== Inputs ==
== See also ==
* bot_hint_engineer_nest
* bot_hint_sentrygun
Bot mimic

It will let bots mimic your exact movements in game.
Usage : bot_mimic [player_id]
* -2: hims will spin :D
* -1: Will copy you, but you won't be able to move (except for your camera).
* 0: Default, won't copy you.
* 1: Will mimic your mouvements.
* 2: hims will spin :D (if a bot identified with player_id 2 is present inside the lobby, otherwise, bots will remain static).
This command works in pair with bot_mimic_yaw_offset [yaw_offset].
Bot npc archer

== Entity description ==
This is a NextBot using the models\player\sniper.mdl model which wields a Huntsman. 
It will go into humiliation pose unless one of the following entities is present on the map:
* 
* 
* 
* 
* 
If at least one of those entities exists, the archer will shoot any BLU player which can be attacked. The NPC aims for heads and aims ahead in case a target is moving. When a BLU player is killed by a headshot from this entity, the kill feed will display an environmental headshot death icon. In the case of a bodyshot, a regular environmental death will be shown. Despite first appearances, this NPC is teamless, and can take and give damage to RED or BLU players. A similar teamless state has been seen with poor coding.
== Dedicated console variables ==
Category:NextBot Entities
Bot quota

bot_quota and bot_quota_mode are cvars in and .
tf_bot_quota and tf_bot_quota_mode are the corresponding commands in .
bot_quota is also available in .
== Syntax ==
 bot_quota <int>
 bot_quota_mode <string>
== Effects ==
Normally, bot_quota is simply the number of bots that are added automatically on the server.
If bot_quota_mode exists, it allows to interpret bot_quota differently to achieve more complex effects.
The allowed values for bot_quota_mode are in the following table. With the expression bot_quota we mean its value.
bot_quota_mode 	Effects
normal (and invalid values)	The number of bots on the server equals bot_quota.
fill 	The server is filled with bots until there are at least bot_quota players on the server (humans + bots). Human players joining cause an existing bot to be kicked, human players leaving might cause a bot to be added.
match 	The number of bots on the server equals the number of human players times bot_quota.
competitive 	The number of inactive bots on each team with no human players equals bot_quota. It has the same side effect as , although being independent from this ConVar.
Bot zombie

This is a zombie from elimination game mode which appears with waves of them to attack players and their base. This entity is not related to NPC zombie version from singleplayer campaign, their AI behavior and navigation are completely different. They use security and scientist models, they never use zombie grunt nor HEV models, as both were introduced later in the game's development. Due to this entity not being an NPC, you cannot influence its relationship with other NPCs, and vice versa.
==Navigation and spawn==
It's not an NPC, so it doesn't use nodes. They use navigation meshes, it is stored in .nav file, the file can be generated with cvar. This file is required to make zombie able to spawn. If navigation mesh is not generated or generated not properly, zombies created with will always wove along the X axis.
Usually zombies appear in areas of a map that are not visible to the players (one zombie at one point), but sometimes something goes wrong and one or more zombies may appear at points that are visible for players.
==Dedicated Console Variables==
== Elimination_zombies.txt ==
This file is placed in bms_misc_dir.vpk/scripts/scenes, this is a script file that configures some parameters for the waves. The comments explain what each line does.
Both Teams are Full error

This error in and occurs if the game cannot find an available spawn point, either because you forgot to place them, or because those you placed are invalid.
You need to have both and entities in the map, or the game will not be set up correctly.
If both spawn points has been placed, check the Developer Console.
If it reports that your spawn points are invalid (for example Invalid terrorist spawnpoint at (<x>,<y>,<z>)), the problem is usually that your spawn point entities are intersecting another surface in the map, usually the ground.
Unlike and spawn point entities, spawn point entities will intersect the ground if not placed a couple of units above it.
Try moving the entities up a little bit (atleast 16 unit above the ground, more than 16-32 unit from wall or another spawn entities) to make sure that they are not intersecting with anything.
Category:Level Design FAQ
Category:Errors
Category:Counter-Strike: Source
Category:Counter-Strike: Global Offensive
Botrix

Botrix (BOT's matRIX) is a plugin for and that allows to play with bots (see Server-Side Bots).
== Behavior ==
* Support for other mods.
=== Limitations ===
* Bots can't chat.
== See also ==
* RCBot2
* HurricaneBot
== External links ==
* Home page
* Steam Community Discusion
Category:Half-Life 2: Deathmatch
Category:Team Fortress 2
Category:Bots
Category:Multiplayer Mods
Box

A prefab located in the Prefabs folder, containing a complete environment for the developer to test things out.
This prefab contains the following:
* A leak free box, using dev and tools/toolsskybox textures, creating a simple 2D skybox.
* An info_player_start entity.
* A trigger_once brush without any outputs.
* A func_detail brush covered in the brush texture, marking the trigger_once brush in-game.
* A light_environment entity, lighting up the environment.
A developer could rig the trigger_once brush to any possible effect that would need testing.
Category:Prefabs
Breachcharge projectile

== Entity Description ==
A thrown weapon_breachcharge.
== Keyvalues ==
Targetname:
----
Name <String>
:The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
:Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function <string> (New with Left 4 Dead 2)
:Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior.
Angles:
----
Pitch Yaw Roll (Y Z X) <angle>
:This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
== Flags ==
*1 : Start Constrained
:Prevents the model from moving.
== Inputs ==
AddOutput <string>
:Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
:Format: <key> <value>
:Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
:Fire the OnUser outputs; see User Inputs and Outputs.
InitializeSpawnFromWorld
:Activates the grenade, causing it to explode after a few seconds as if it was thrown by a player.
Kill
:Removes this entity from the world.
KillHierachy
:Removes this entity and all its children from the world.
RunScriptCode <string> (New with Left 4 Dead 2)
:Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
RunScriptFile <script> (New with Left 4 Dead 2)
:Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
== Outputs ==
OnPlayerPickup
:Fires when a player picks up this weapon. (activator is the player)
OnPlayerUse
:Fires when a player +uses this weapon. (activator is the player)
OnUser1 to OnUser4
:These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
Breakable Glass

# Create a brush where you want the glass to be, using the nodraw texture. Like real glass, it should be very thin (No more than 3 units thick under normal circumstances).
# Apply a nice-looking glass texture to one face (not on both sides). Make sure you use glass/glasswindowbreak070a. Don’t use glass/glasswindowbreak070b. ALL OTHER FACES MUST BE tools/toolsnodraw! IF NOT, IT WILL NOT BE SPAWNED IN-GAME!
# Select the brush and click the "Tie to Entity" button in the object toolbar. Choose func_breakable_surf in the drop-down list. (If you want the glass to completely shatter all at once, choose func_breakable instead.)
# Go to the Material Type keyvalue and select Glass.
# Optional: Add an env_cubemap to the surface of the glass texture.
func_breakable
Has the effect of breaking all the glass (see picture)
func_breakable_surf
Has the effect of partially breaking the glass (see picture)
Image:Func_breakable.jpg|Func_breakable effect
Image:Func_breakable_surf.jpg|Func_breakable_surf effect
 
==See also==
*Glass that starts out broken
*Hammer Face Edit Dialog
*Cubemaps
Category:Level Design
Category:Tutorials
Brick Life

== Overview ==
 Brick-Life was planned to be a themed, partial remake of Half-Life 2.
== Information ==
The team were working on recreating the Half-Life 2 world and storyline, into the teams own Lego versions, so that the player would actually feel like a Lego Gordon Freeman. This included recreating all the levels, as well as replacing nearly every weapon, character, and NPC, as well as quite a few props, with Lego counterparts.
Inspired by Valve, they planned to release the mod in chapters, each chapter containing 2-3 totally converted HL2 maps, with names like "Brick Mesa East" and "We don't go to Brickenholm".
== History ==
Development started in August 2006, but within the month support dwindled and the mod died.
In March '07 the mod was "brought back to life", pushing for a Chapter One release in October '07, with Chapters Two and Three planned for release in sometime in 2008.
However, in May '08 SgtSpankeyII declared the mod definitely dead on the official forums. (Quote: "The mod is dead and will not come back")
== Team members ==
Project Lead:
*SgtSpankeyII
Modelers:
*Lamarr
*i_speel_good
*savagepants
*Warchild
*The Spectator
*SgtSpankeyII
Skinners:
*Maddude7
*obliviumjr AkA Matt
*Gunneroid
Mappers:
*TastyDirt
*Highwind
*Zyx
== Media ==
File:Brick Life - Dog.jpg|Dog - Render of D0g
File:Brick Life - Airboat.jpg|Render of the airboat
File:Brick Life - Anty.jpg|A render of the Antlion NPC
File:Brick Life - Vorti.jpg|A render of the Vortigaunt
== External links ==
*Official Site
*Official Forums
*
Brush

A brush is a convex 3D shape created with Hammer's Block Tool. Brushes are used by level designers to define the shape of the world (which defines visibility) and to create brush entities.
When a map is compiled VBSP converts brush faces that touch a visleaf to groups of polygons. The resulting 'brush models' are stored within the BSP file and can be claimed by entities (e.g. the world, or your brush entity). The original brushes are retained in the BSP, though the benefits of this are not clear.
In comparison to models, brushes are:
* Unique every time
* Low-detail and cheap
* Lit with pre-computed lightmaps
* Rigid (cannot deform)
== Compilation ==
# For each individual brush model, only faces that touch a visleaf are compiled. Some of the results of this process can be seen below:
# If some parts of a brush face touch visleaves and others do not, the face will be chopped up to remove the hidden area.
There are two exceptions to these rules:
* Although they are discrete entities in Hammer, func details are all merged into one during compile. You do not need to nodraw hidden 'detail-to-detail' faces in (but you do need to nodraw world-to-detail and detail-to-world in ).
* Faces with translucent materials applied are never chopped. Don't apply them to internal or hidden surfaces unless you really mean to.
== Limits ==
VBSP enforces these limits:
* 8192 brushes (16384 in )
* 128 faces on a single brush
* 32768 faces overall (half of the BSP plane limit, each face uses two planes)
Invisible brushes like triggers and even hint brushes count toward the limit. Faces like NODRAW do not count toward the limit. Faces textured with NODRAW are removed during compile, so only its collisions, boundings, and place in the world remain. Note that faces may be split up by the compiler, counting them further toward the limit.
Even if a brush doesn't count towards VBSP's face limit, it will still count towards the engine's brushside limit, which is 65535.
== See also ==
* Introduction to Editing
* Basic Construction
* Model
* Displacement
Category:Level Design
Category:Glossary
Brush Entities Are Black

The most common reason for this issue are corrupted entities. The best solution for corrupted entities is a complete replacement of them. Recreate the entity by right-clicking on the brush and selecting Move To World, then Tie to Entity under the same menu. You can also use the buttons on the New Objects toolbar. Now select the entity you had previously and try again. If the problem persists try working through solution two below.
The second possible cause, a common for map porting, is having the color keyvalue set to 0 0 0, which worked fine in Goldsource, but it shows for all rendermodes in Source.
Category:Compile errors
Brush entity

A Brush Entity is an entity type in the and engines, created by tying an entity to a BSP geometry brush in the map, giving the brush a specific effect or ability defined by the entity tied to it. (The default shortcut is + after selecting a brush)
== Purpose and Uses ==
Brush entities are used for entities that require an area or trigger zone to be touched, hit, or used in order to perform a specific task. Another use of brush entities is to create a physical object that can move, such as an elevator, or a door (can be made by many brushes selected together and tied as a whole to a brush entity, forming a brush model). A great example of a brush entity that implements both of these designs is a , which requires a brush to specify the area the player must press, touch, or shoot to activate the button; the button can be made using any shape of brush, or even a group of brushes, and can be textured to give the appearance of a real button. Brush entities such as the func_button have special features that affect the physical brush they're tied to, such as moving the brush in a general direction when activited, giving the effect of the button being pushed in and then popping back out. Another example of a brush entity is a which can fire some outputs once the player walks into its area of effect (the volume of which is defined by the volume of the original brush used to make the trigger).
== See also ==
* Rendering related keyvalues and inputs available to all brush entities
* Generic Keyvalues, Inputs and Outputs available to all entities
* /Rendering related keyvalues (GoldSrc)
* :Category:Brush Entities
* Point entity
Category:Entities by type