nyuuzyou/wikis huggingface dataset:
Monster blkop apache

Not to be confused with the Half-Life entity monster_apache.
 monster_blkop_apache is a point entity available in Half-Life: Opposing Force.
==Entity description==
It is a special black-painted Apache used by the Black Ops. Other than its paint, the real key difference is its changed disposition to attack anything that isn't part of the faction it's associated with.
== Keyvalues ==
== Flags ==
* 1 : Wait Till Seen
* 2 : Gag (No IDLE sounds until angry)
* 4 : MonsterClip
* 8 : No wreckage
* 16 : Prisoner
* 64 : Start inactive
* 128 : Wait for script
* 256 : Pre-disaster (only for use with monster_scientist -- has no effect on aliens).
* 512 : Fade corpse
* 2048 : Not in Deathmatch (some entities don't have this set in their FGD, but it works for all entities if set).
Category:Half-Life: Opposing Force entities
Monster blkop osprey

Not to be confused with the Half-Life entity monster_osprey.
 monster_blkop_osprey is a point entity available in Half-Life: Opposing Force.
==Entity description==
It is a special black-painted V-22 Osprey used by the Black Ops. Besides its paint, it deploys monster_male_assassin instead of monster_human_grunt.
== Keyvalues ==
== Flags ==
* 1 : Wait Till Seen
* 2 : Gag (No IDLE sounds until angry)
* 4 : MonsterClip
* 8 : No wreckage
* 16 : Prisoner
* 64 : Start inactive
* 128 : Wait for script
* 256 : Pre-disaster (only for use with monster_scientist -- has no effect on aliens).
* 512 : Fade corpse
* 2048 : Not in Deathmatch (some entities don't have this set in their FGD, but it works for all entities if set).
Category:Half-Life: Opposing Force entities
Monster colonel dead (WANTED!)

Exactly the same as undead entity, however forced into a "dead" position and lacks AI. These are placed throughout maps purely for environmental reasons.
== Keyvalues ==
:
Value	Description
-1 	Random
0 	Glasses
1 	Einstein
2 	Luther
3 	Slick
:
Value	Description
0 	On back
1 	On stomach
2 	Sitting
3 	Hanging
4 	Table 1
5 	Table 2
6 	Table 3
== Flags ==
Category:WantedCategory:Wanted NPCs
Monster crispen dead (WANTED!)

Exactly the same as undead entity, however forced into a "dead" position and lacks AI. These are placed throughout maps purely for environmental reasons.
== Keyvalues ==
:
Value	Description
-1 	Random
0 	Glasses
1 	Einstein
2 	Luther
3 	Slick
:
Value	Description
0 	On back
1 	On stomach
2 	Sitting
3 	Hanging
4 	Table 1
5 	Table 2
6 	Table 3
== Flags ==
Category:WantedCategory:Wanted NPCs
Monster dave dead (WANTED!)

Exactly the same as undead entity, however forced into a "dead" position and lacks AI. These are placed throughout maps purely for environmental reasons.
== Keyvalues ==
:
Value	Description
-1 	Random
0 	Glasses
1 	Einstein
2 	Luther
3 	Slick
:
Value	Description
0 	On back
1 	On stomach
2 	Sitting
3 	Hanging
4 	Table 1
5 	Table 2
6 	Table 3
== Flags ==
Category:WantedCategory:Wanted NPCs
Monster endboss

Creates the giant mecha NPC the genral uses at the end of the game.
==Keyvalues==
:
Value	Description
0 	No Trigger
1 	See Player, Mad at Player
2 	Take Damage
3 	50% Health Remaining
4 	Death
7 	Hear World
8 	Hear Player
9 	Hear Combat
10 	See Player Unconditional
11 	See Player, Not In Combat
:
Value	Description
36 	Normal Die
37 	Backward
38 	Forward
39 	Violent
66 	HeadShot
67 	ChestShot
68 	GutShot
69 	BackShot
==Flags==
Category:Gunman Chronicles NPCs
Monster gator

Creates an Alligator NPC.
==Keyvalues==
:
Value	Description
0 	No Trigger
1 	See Player, Mad at Player
2 	Take Damage
3 	50% Health Remaining
4 	Death
7 	Hear World
8 	Hear Player
9 	Hear Combat
10 	See Player Unconditional
11 	See Player, Not In Combat
:
Value	Description
36 	Normal Die
37 	Backward
38 	Forward
39 	Violent
66 	HeadShot
67 	ChestShot
68 	GutShot
69 	BackShot
==Flags==
Category:Gunman Chronicles NPCs
Monster generic (GoldSrc)

Generic script monster.
==Keyvalues==
; Model <string>
: The model this entity will appear as in-game.
; Body <integer>
: The bodygroup of it's model this entity will use.
; Render Mode <choices>
: Rendermode to use.
:* 0: "Normal"
:* 1: "Color"
:* 2: "Texture"
:* 3: "Glow"
:* 4: "Solid"
:* 5: "Additive"
; Render FX <choices>
: Render FX mode to use, for special effects.
:* 0: "Normal"
:* 1: "Slow Pulse"
:* 2: "Fast Pulse"
:* 3: "Slow Wide Pulse"
:* 4: "Fast Wide Pulse"
:* 9: "Slow Strobe"
:* 10: "Fast Strobe"
:* 11: "Faster Strobe"
:* 12: "Slow Flicker"
:* 13: "Fast Flicker"
:* 5: "Slow Fade Away"
:* 6: "Fast Fade Away"
:* 7: "Slow Become Solid"
:* 8: "Fast Become Solid"
:* 14: "Constant Glow"
:* 15: "Distort"
:* 16: "Hologram (Distort + fade)"
; FX Amount (1-255) <integer>
: Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque.
; FX Color (R G B) <color255>
: Color to use by the specified render mode.
; Pitch Yaw Roll (Y Z X) <string>
: Controls this entities orientation in the world.
; Trigger Condition <choices>
: Condition to use for TriggerTarget
:* 0 : "No Trigger"
:* 1 : "See Player, Mad at Player"
:* 2 : "Take Damage"
:* 3 : "50% Health Remaining"
:* 4 : "Death"
:* 7 : "Hear World"
:* 8 : "Hear Player"
:* 9 : "Hear Combat"
:* 10: "See Player Unconditional"
:* 11: "See Player, Not In Combat"
; TriggerTarget <string>
: Name of entity to target when the trigger conditions are met.
==Flags==
* 1 : Wait Till Seen
* 2 : Gag
* 4 : Not Solid
* 16 : Prisoner
* 128 : Wait For Script
* 256 : Pre-Disaster
* 512 : Fade Corpse
Category:Half-Life Entities
Category:Level Design
Monster hatchetfish

Creates a Hatchetfish NPC.
==Keyvalues==
:
Value	Description
0 	No Trigger
1 	See Player, Mad at Player
2 	Take Damage
3 	50% Health Remaining
4 	Death
7 	Hear World
8 	Hear Player
9 	Hear Combat
10 	See Player Unconditional
11 	See Player, Not In Combat
:
Value	Description
36 	Normal Die
37 	Backward
38 	Forward
39 	Violent
66 	HeadShot
67 	ChestShot
68 	GutShot
69 	BackShot
:
Value	Description
0 	Light
1 	Dark
==Flags==
Category:Gunman Chronicles NPCs
Monster headcrab (GoldSrc)

thumb|right|300px
==Entity description==
The lowly headcrab, while not much of a threat on its own, can turn scientists into fiendish zombies. See npc headcrab for the Half-Life 2 equivalent.
==Keyvalues==
==Flags==
==See also==
*npc headcrab
*npc headcrab fast
*npc headcrab black
Category:Half-Life
H
Category:Half-Life Entities
Category:Headcrabs
Monster hevsuit dead (GoldSrc)

thumb|320px
 A nondescript scientist in an HEV suit, forced into a dead position and without AI. Serves as setdressing, just like monster_scientist_dead and monster_barney_dead. Unlike most monsters, this monster works in multiplayer.
In singleplayer, the body will have 8 HP and bleed red.
In multiplayer, the body will be nonsolid and indestructible. 
== Keyvalues ==
:
Value	Description
 	On back
 	Seated
 	On Stomach
 	On Table
:
Value	Description
 	On back
 	Seated
 	On Stomach
 	On Table
== Flags ==
Category:Half-LifeH
Monster hgrunt dead (GoldSrc)

Spawns a dead monster_human_grunt. Can be used to simulate the aftermath of a battle, or as a place to provide the player with a weapon or ammunition.
==Key Values==
: 0 : On stomach 1 : On side 2 : Seated
: 0 : Grunt with Gun 1 : Commander with Gun 2 : Grunt no Gun 3 : Commander no Gun
: 44 : deadstomach 45 : deadside 46 : deadsitting
== Flags ==
Category:Half-Life Entities
Monster houndeye (GoldSrc)

A tripodal, dog-like alien which can attack with sonic waves, usually appear in packs.
==Keyvalues==
; netname <string>
: The name of the squad that a group of Houndeyes are in.
==Flags==
==External links==
* Houndeye Sonic Attack Behavior by MarphitimusBlackimus
* Houndeye Naptime Behavior by MarphitimusBlackimus
* Houndeye Curiosity by MarphitimusBlackimus
Category:Half-Life
H
Category:Half-Life Entities
Monster human bandit

Creates a Human Bandit NPC.
==Keyvalues==
:
Value	Description
0 	No Trigger
1 	See Player, Mad at Player
2 	Take Damage
3 	50% Health Remaining
4 	Death
7 	Hear World
8 	Hear Player
9 	Hear Combat
10 	See Player Unconditional
11 	See Player, Not In Combat
:
Value	Description
36 	Normal Die
37 	Backward
38 	Forward
39 	Violent
66 	HeadShot
67 	ChestShot
68 	GutShot
69 	BackShot
:
Value	Description
2 	No
1 	Yes
:
Value	Description
0 	No
1 	Yes
:
Value	Description
0 	Random
1 	Original
2 	Bandana
3 	Tail
4 	Pilot
5 	Headless
==Flags==
Category:Gunman Chronicles NPCs
Monster human chopper

Creates a flying chopper NPC operated by a bandit .
==Keyvalues==
:
Value	Description
0 	No Trigger
1 	See Player, Mad at Player
2 	Take Damage
3 	50% Health Remaining
4 	Death
7 	Hear World
8 	Hear Player
9 	Hear Combat
10 	See Player Unconditional
11 	See Player, Not In Combat
:
Value	Description
36 	Normal Die
37 	Backward
38 	Forward
39 	Violent
66 	HeadShot
67 	ChestShot
68 	GutShot
69 	BackShot
==Flags==
Category:Gunman Chronicles NPCs
Monster human grunt (GoldSrc)

It is a soldier of the fictional United States Marine Corps unit called the HECU seen in Half-Life and its expansions.
== Keyvalues ==
:
Value	Description
1 	9mmAR
2 	9mmAR + HG
3 	9mmAR + LG
4 	Shotgun
5 	Shotgun + HG
== Flags ==
Category:Half-Life
H
Monster human scientist

Creates a Human Evil Scientist NPC.
==Keyvalues==
:
Value	Description
0 	No Trigger
1 	See Player, Mad at Player
2 	Take Damage
3 	50% Health Remaining
4 	Death
7 	Hear World
8 	Hear Player
9 	Hear Combat
10 	See Player Unconditional
11 	See Player, Not In Combat
:
Value	Description
36 	Normal Die
37 	Backward
38 	Forward
39 	Violent
66 	HeadShot
67 	ChestShot
68 	GutShot
69 	BackShot
:
Value	Description
0 	White Suit
1 	Red Suit
2 	Bloody
==Flags==
Category:Gunman Chronicles NPCs
Monster ichthyosaur (GoldSrc)

Ichthyosaur is an aquatic animal from Xen. They are encountered in several water bodies, including a flooded laboratory, the reservoir near the hydroelectric dam, the sewage areas, and one of the Nihilanth's chambers.
==Key Values==
== Flags ==
== See also ==
npc_ichthyosaur, the entity used in Half-Life 2
Category:Half-Life Entities
Monster largescorpion

Creates a large Scorpion NPC.
==Keyvalues==
:
Value	Description
0 	No Trigger
1 	See Player, Mad at Player
2 	Take Damage
3 	50% Health Remaining
4 	Death
7 	Hear World
8 	Hear Player
9 	Hear Combat
10 	See Player Unconditional
11 	See Player, Not In Combat
:
Value	Description
36 	Normal Die
37 	Backward
38 	Forward
39 	Violent
66 	HeadShot
67 	ChestShot
68 	GutShot
69 	BackShot
==Flags==
Category:Gunman Chronicles NPCs
Monster manta

Creates a Manta Spaceship NPC.
==Keyvalues==
:
Value	Description
0 	No Trigger
1 	See Player, Mad at Player
2 	Take Damage
3 	50% Health Remaining
4 	Death
7 	Hear World
8 	Hear Player
9 	Hear Combat
10 	See Player Unconditional
11 	See Player, Not In Combat
:
Value	Description
36 	Normal Die
37 	Backward
38 	Forward
39 	Violent
66 	HeadShot
67 	ChestShot
68 	GutShot
69 	BackShot
==Flags==
Category:Gunman Chronicles NPCs
Monster masala dead (WANTED!)

Exactly the same as undead entity, however forced into a "dead" position and lacks AI. These are placed throughout maps purely for environmental reasons.
== Keyvalues ==
:
Value	Description
-1 	Random
0 	Glasses
1 	Einstein
2 	Luther
3 	Slick
:
Value	Description
0 	On back
1 	On stomach
2 	Sitting
3 	Hanging
4 	Table 1
5 	Table 2
6 	Table 3
== Flags ==
Category:WantedCategory:Wanted NPCs
Monster microraptor

Creates a Microraptor NPC.
==Keyvalues==
:
Value	Description
0 	No Trigger
1 	See Player, Mad at Player
2 	Take Damage
3 	50% Health Remaining
4 	Death
7 	Hear World
8 	Hear Player
9 	Hear Combat
10 	See Player Unconditional
11 	See Player, Not In Combat
:
Value	Description
36 	Normal Die
37 	Backward
38 	Forward
39 	Violent
66 	HeadShot
67 	ChestShot
68 	GutShot
69 	BackShot
==Flags==
Category:Gunman Chronicles NPCs
Monster miniturret (GoldSrc)

The smaller brother of the monster_turret, this turret is part of Black Mesa's automated defense systems. However, since the military has taken control of the facility, it will fire at anyone and anything that isn't a human soldier. But in some cases it is possible to enable or disable the system by cutting its power or via a nearby console.
In , this turret acts as a spawncamp detergent.
==Key Values==
== Flags ==
Category:Half-Life Entities
Monster nagatow dead (WANTED!)

Exactly the same as undead entity, however forced into a "dead" position and lacks AI. These are placed throughout maps purely for environmental reasons.
== Keyvalues ==
:
Value	Description
-1 	Random
0 	Glasses
1 	Einstein
2 	Luther
3 	Slick
:
Value	Description
0 	On back
1 	On stomach
2 	Sitting
3 	Hanging
4 	Table 1
5 	Table 2
6 	Table 3
== Flags ==
Category:WantedCategory:Wanted NPCs
Monster nihilanth (GoldSrc)

Three-armed final boss which is like a controller but bigger and meaner. It is the runaway slave of Combine and the last of its generation and said to be the head controller of the invasion of the Xen Forces to Earth. It can teleport players to the scripted locations and also attack with electrical particles. When available, it can recharge its power, making it impossible to kill him without destroying the rechargers first.
==Key Values==
== Flags ==
Category:Half-Life Entities
Monster ourano

Creates an Ouranosaurus NPC.
==Keyvalues==
:
Value	Description
0 	No Trigger
1 	See Player, Mad at Player
2 	Take Damage
3 	50% Health Remaining
4 	Death
7 	Hear World
8 	Hear Player
9 	Hear Combat
10 	See Player Unconditional
11 	See Player, Not In Combat
:
Value	Description
36 	Normal Die
37 	Backward
38 	Forward
39 	Violent
66 	HeadShot
67 	ChestShot
68 	GutShot
69 	BackShot
==Flags==
Category:Gunman Chronicles NPCs
Monster penta

Creates an Pentasaurus NPC.
==Keyvalues==
:
Value	Description
0 	No Trigger
1 	See Player, Mad at Player
2 	Take Damage
3 	50% Health Remaining
4 	Death
7 	Hear World
8 	Hear Player
9 	Hear Combat
10 	See Player Unconditional
11 	See Player, Not In Combat
:
Value	Description
36 	Normal Die
37 	Backward
38 	Forward
39 	Violent
66 	HeadShot
67 	ChestShot
68 	GutShot
69 	BackShot
==Flags==
Category:Gunman Chronicles NPCs
Monster pitdrone

monster_pitdrone is a point entity available in Half-Life: Opposing Force.
==Entity description==
They are a species of Race X that are as fast as the player and are lethal in a horde.
== Keyvalues ==
* 
== Flags ==
* 
== GoldSrc flags ==
*
== Inputs ==
* 
== Outputs ==
* 
Category:Half-Life: Opposing Force entities
Monster raptor

Creates a Raptor NPC.
==Keyvalues==
:
Value	Description
0 	No Trigger
1 	See Player, Mad at Player
2 	Take Damage
3 	50% Health Remaining
4 	Death
7 	Hear World
8 	Hear Player
9 	Hear Combat
10 	See Player Unconditional
11 	See Player, Not In Combat
:
Value	Description
36 	Normal Die
37 	Backward
38 	Forward
39 	Violent
66 	HeadShot
67 	ChestShot
68 	GutShot
69 	BackShot
:
Value	Description
0 	Red
1 	Green
==Flags==
Category:Gunman Chronicles NPCs
Monster scientist (GoldSrc)

The Black Mesa science personnel. They can follow the player and administer weak antidote for wounds. They're sometimes required in gameplay for access to otherwise restricted areas through retinal scanners.
== Keyvalues ==
:
Value	Description
-1 	Random
0 	Glasses (aka "" or "Kleiner")
1 	Einstein (aka "Coomer")
2 	Luther (aka "Eli")
3 	Slick
== GoldSrc flags ==
== See also ==
* monster_scientist_dead, the dead scientist entity in .
* monster_human_scientist, the evil human scientist entity in .
Category:Half-Life
S
Category:Half-Life Entities
Monster scientist dead (GoldSrc)

Exactly the same as monster_scientist, however forced into a "dead" position and lacks AI. These are placed throughout maps purely for environmental reasons.
== Keyvalues ==
:
Value	Description
-1 	Random
0 	Glasses (aka "" or "Kleiner")
1 	Einstein (aka "Coomer")
2 	Luther (aka "Eli")
3 	Slick
:
Value	Description
0 	On back
1 	On stomach
2 	Sitting
3 	Hanging
4 	Table 1
5 	Table 2
6 	Table 3
== GoldSrc flags ==
Category:Half-Life
S
Category:Half-Life Entities
Monster scorpion (Gunman Chronicles)

Creates an Scorpion NPC.
==Keyvalues==
:
Value	Description
0 	No Trigger
1 	See Player, Mad at Player
2 	Take Damage
3 	50% Health Remaining
4 	Death
7 	Hear World
8 	Hear Player
9 	Hear Combat
10 	See Player Unconditional
11 	See Player, Not In Combat
:
Value	Description
36 	Normal Die
37 	Backward
38 	Forward
39 	Violent
66 	HeadShot
67 	ChestShot
68 	GutShot
69 	BackShot
==Flags==
Category:Gunman Chronicles NPCs
Monster shockroach

monster_shockroach is a point entity available in Half-Life: Opposing Force.
==Entity description==
It is the weapon the Shock Trooper carries when dropped.
== Keyvalues ==
== Flags ==
* 1 : Wait Till Seen
* 2 : Gag (No IDLE sounds until angry)
* 4 : MonsterClip
* 8 : No wreckage
* 16 : Prisoner
* 32 : SquadLeader
* 64 : Start inactive
* 128 : Wait for script
* 256 : Pre-disaster (only for use with monster_scientist -- has no effect on aliens).
* 512 : Fade corpse
* 2048 : Not in Deathmatch (some entities don't have this set in their FGD, but it works for all entities if set).
Category:Half-Life: Opposing Force entities
Monster shocktrooper

monster_shocktrooper is a point entity available in Half-Life: Opposing Force.
==Entity description==
It is the Shock Trooper enemy associated with Race X.
== Keyvalues ==
== Flags ==
* 1 : Wait Till Seen
* 2 : Gag (No IDLE sounds until angry)
* 4 : MonsterClip
* 8 : No wreckage
* 16 : Prisoner
* 32 : SquadLeader
* 64 : Start inactive
* 128 : Wait for script
* 256 : Pre-disaster (only for use with monster_scientist -- has no effect on aliens).
* 512 : Fade corpse
* 2048 : Not in Deathmatch (some entities don't have this set in their FGD, but it works for all entities if set).
Category:Half-Life: Opposing Force entities
Monster townmex dead (WANTED!)

Exactly the same as undead entity, however forced into a "dead" position and lacks AI. These are placed throughout maps purely for environmental reasons.
== Keyvalues ==
:
Value	Description
-1 	Random
0 	Glasses
1 	Einstein
2 	Luther
3 	Slick
:
Value	Description
0 	On back
1 	On stomach
2 	Sitting
3 	Hanging
4 	Table 1
5 	Table 2
6 	Table 3
== Flags ==
Category:WantedCategory:Wanted NPCs
Monster turret (GoldSrc)

thumb|right|250px|Half-Life Turret in Model Viewer
A retractable automatic turret which shoots any human or alien target on sight when activated. First seen in the final map of the Hazard Course, and in Office Complex. The turret is immune to all incoming damage because of its armored exterior, but its interior is vulnerable.
In most encounters from the Half-Life campaign, the turrets are seen hanging from the ceiling, but they can also be on the floor by changing the "orientation" keyvalue.
In , the turret serves to discourage spawncamping attempts.
This entity is present in Half-Life: Source, but cannot be placed be placed in Hammer properly due to being missing from the FGD.
== Keyvalues ==
== Flags ==
* 1 : Wait Till Seen
* 2 : Gag
* 4 : Monster Clip
* 16 : Prisoner
* 32: Autostart
* 128 : Wait For Script
* 256 : Pre-Disaster
* 512 : Fade Corpse
Category:Half-LifeA
Monster twnwesta dead (WANTED!)

Exactly the same as undead entity, however forced into a "dead" position and lacks AI. These are placed throughout maps purely for environmental reasons.
== Keyvalues ==
:
Value	Description
-1 	Random
0 	Glasses
1 	Einstein
2 	Luther
3 	Slick
:
Value	Description
0 	On back
1 	On stomach
2 	Sitting
3 	Hanging
4 	Table 1
5 	Table 2
6 	Table 3
== Flags ==
Category:WantedCategory:Wanted NPCs
Monster twnwestb dead (WANTED!)

Exactly the same as undead entity, however forced into a "dead" position and lacks AI. These are placed throughout maps purely for environmental reasons.
== Keyvalues ==
:
Value	Description
-1 	Random
0 	Glasses
1 	Einstein
2 	Luther
3 	Slick
:
Value	Description
0 	On back
1 	On stomach
2 	Sitting
3 	Hanging
4 	Table 1
5 	Table 2
6 	Table 3
== Flags ==
Category:WantedCategory:Wanted NPCs
Morphing Terrain Issues

== Synopsis ==
Using the Env_terrainmorph does not update the collision hull. Tracing through the code leads you to engine->ApplyTerrainMod(), and the trail basically ends there for the SDK. Can anything be done to "fix" this? Morphable terrain isn't very useful when it doesn't modify the collisions. I heard there was an E3 Demo of Source and the ability to morph the terrain along with updating the collisions was shown, yet the functionality appears to be absent now.
== Work-arounds ==
The only work-around that exists is to add in a func_movelinear or other moving brush, and simply have that move under the terrain to make the brushes' shape match what the terrain is supposed to be. This is not, however, always practical.
If the terrain represents snow, that the collision hulls are not updated can create a depth to your snow displacements.
== The problem ==
The following is engine code that is included in the SDK in src\public\dispcoll_common.cpp:
 //-----------------------------------------------------------------------------
 // Purpose:
 //-----------------------------------------------------------------------------
 void CDispCollTree::ApplyTerrainMod( ITerrainMod *pMod )
 {
 #if 0
 	int nVertCount = GetSize();
 	for ( int iVert = 0; iVert < nVertCount; ++iVert )
 	{
 		pMod->ApplyMod( m_aVerts[iVert].m_vecPos, m_aVerts[iVert].m_vecOrigPos );
 		pMod->ApplyMod( m_aVerts[iVert].m_vecPos, m_aVerts[iVert].m_vecOrigPos );
 	}
 
 	// Setup/create the leaf nodes first so the recursion can use this data to stop.
 	AABBTree_CreateLeafs();
 
 	// Generate bounding boxes.
 	AABBTree_GenerateBoxes();
 
 	// Create the bounding box of the displacement surface + the base face.
 	AABBTree_CalcBounds();
 #endif
 }
Category: Developer Issues and Workarounds
Mortar Field

A mortar field is an invisible platform which moves around the map, combined with random explosions on the area of the platform and a sound effect of an incoming mortar strike just before it hits.
==Making the platform==
The invisible platform must be a func_tracktrain. Create a thin 128 × 128 unit nodraw brush and tie it to func_tracktrain.
 Name : MortarTrain
 DisableShadow : yes
 DisableReceivingShadows : yes
 FirstStopTarget : MortarTrack1
 StartSpeed : 500
 MaxSpeed : 500
Go in flags, and check :
* No Pitch (X-rot)
* No User Control
* Passable 
Then place various path_track entities around the map (wherever you want your mortar to blow randomly). Their path must finally come back to its starting position.
Name the first path_track MortarTrack1.
==Rigging the explosion==
Above the platform, place various env_explosion entities. Make it so that there are three at the base placed diagonally, then up and up until there is only one env_explosion on the top of the stack. In other words, make it look like a pyramid of entities. However, leave some space between the env_explosions so it wont be too concentrated.
When they are place, select all of them and give them the following properties:
 Name : ExplosionMortar1
 Parent : MortarTrain
 Magnitude : 180 (Its small, but there are a lot, so its a lot)
Go in flags, and check Repeatable.
Now you've got a quite big explosion. If it's too big for your taste, delete a few env_explosion entities.
If you want more effect, you can add an env_shooter and make it shoot gibs of rocks when the explosion occurs.
# Parent the env_shooter to MortarTrain.
# Pick the model from the debris folder.
# Simulate a physic and choose the rest.
==Adding the sound effect==
Now we should have an explosion moving around the map, but we want to add something to make it sound like an incoming mortar strike.
Put an ambient_generic in the air, approximately in the center of all the env_explosion entities.
 Name : MortarIncoming1
 Sound : The incoming mortar sound
 Volume : 10
 MaxAudibleDistance : 4500
 SourceEntityName : MortarTrain
Then, if you want another sound for when the mortar hits, you can put another ambient_generic in.
==Tying it all together==
Place a logic_timer somewhere in your map:
 UseRandomTime : yes
 MinimumInterval : Your choice
 MaximumInterval : Your choice
Then go in outputs:
 Ontimer : MortarIncoming1 Playsound Delay 0
 OnTimer : ExplosionMortar1 Explode Delay 1
If you want to put an env_shooter in, just add
 Ontimer : Env_shooter Shoot, Delay 1
Now, compile it and you should have a working mortar field!
==See also==
* Downloadable example map
Category:Level Design
Category:Tutorials