nyuuzyou/wikis huggingface dataset:
Making unusuals

This is a tutorial to show how you can make your own unusual(s) and put them on steam workshop
== Opening Team Fortress 2 as a particle editor ==
Start Team Fortress 2 as particle editor by adding -tools to launch options
then select particle editor
=== Making a particle === 
see https://developer.valvesoftware.com/wiki/Particle_Editor
then save your particle in the particles folder
== Testing your unusual ==
first make a txt file called particles_manifest and paste this in it
; particles_manifest
; {
;	 "file"	"!particles/yourparticlenamehere.pcf"
; }
replace yourparticlenamehere to your particle name
then
open console and type map itemtest then open console again and type itemtest
and 
open the particle editor again with your custom particle
and add a new particle called
"superrare_beams1"
and add a child particle which is your particle 
and return to the game and select a hat in item test menu and make sure the unusual effect is Sunbeams
then it should work
Category:Tutorials
Manhack

Manhacks are tiny machines that fly around and cut their targets with spinning blades. The blades they attack with are probably also the ones that allow them to stay in midair. Manhacks frequently open up special blades when charging at a target, possibly to attempt to latch into bodies.
In the Half-Life 2 beta, there was a manhack arcade where children would fly manhacks manually and attack people. Nobody seemed to question if the graphics were maybe a little too realistic...
==See also==
*, the entity representing a manhack ingame.
Category:Half-Life Continuity
Mani Admin Plugin

Mani Admin Plugin is easily the most widely used Administration Plugin used in Source multiplayer games. It works as a go-between between the user and RCON, so that instead of using "kick <name>" in RCON after logging in, the user can type "@kick <name>" in chat, for example.
== Plugin Abilities ==
=== Admin Abilities ===
*Accept Vote
*Admin Chat
*Admin Say
*Admin Skins
*Basic Admin
*Beacon
*Blind
*Burn
*CExec
*CExec Menu
*Cancel Vote
*Cash
*Config
*Console Question Vote
*Create Clients and Accesses
*Drop C4
*Drug
*Explode
*Firebomb
*Freeze
*Freeze Bomb
*Gimp
*Give Item
*Health
*Kick
*Ma Rates
*Map Change
*Map Vote
*Menu Question Vote
*Menu RCon Vote
*Mute
*No Clip Mode
*Non Permanent Ban
*Per Player Gravity
*Permanent Ban
*Private Say
*RCon Say
*RCon
*RCon Menu Level 1
*RCon Menu Level 2
*RCon Menu Level 3
*RCon Vote
*Random Map Vote
*Reset All Ranks
*Restrict Weapons
*Set Client Flags
*Set Skin Colour
*Set Skins
*Slay
*Slap
*Sound
*Spray Tag Tracking
*Swap Player
*Teleport
*Time Bomb
*War
=== Admin Immunities ===
*AFK Manager
*Balance Team
*Ban
*Beacon
*Blind
*Burn
*CExec
*Color
*Drug
*Fire Bomb
*Force Autojoin
*Freeze
*Freeze Bomb
*Ghost
*Gimp
*Give Item
*Kick
*Mute
*Name Tag Kick
*Per Player Gravity
*Ping
*Reserved Skin
*Reserved Slot Kick
*Set Skin
*Slap
*Slay
*Swap Player
*Teleport
*Time Bomb
== External Links ==
*Mani Admin Plugin Official Website
Category:Plugins
Manipulating the game menu items

Category:Tutorials Category:Modding
This tutorial will show you how to add new game menu items to the main HL2 game menu that will execute the console commands to hide and show the current FPS. Changing the game menu items of the HL2 GUI is as easy as changing the values in the ../SteamApps/SourceMods/YourMod/Resource/GameMenu.res using any text editor. If you have not started to create your own HL2 mod you will need to extract the GameMenu.res file from the ../SteamApps/source engine.gcf group file using GCFScape. Look under root/hl2/resource/GameMenu.res to find the file. You will need to extract the GameMenu.res file into the ../SteamApps/<USERNAME>/half-life2/hl2/resource folder. Or if you want to customize your own mod then extract the file to ../SteamApps/SourceMods/YourMod/Resource/GameMenu.res.
Once you have opened the ../SteamApps/SourceMods/YourMod/Resource/GameMenu.res file scroll down to the bottom and add the following lines before the last curly bracket } at the end of the file ...
	"14"
	{
		"label" "Show FPS"
		"command" "engine cl_showfps 1"
	}
	"15"
	{
		"label" "Hide FPS"
		"command" "engine cl_showfps 0"
	}
From the example above you can see that we have added 2 new label entries. The first entry "Show FPS" will set cl_showfps to 1 which will display the current FPS on the screen. The second entry will hide the current FPS. 
----
You may also notice that the label for the quit item is "#GameUI_GameMenu_Quit". That is because it is a localized string in ../Resource/gameui_english.txt . (A copy of gameui_english.txt can be found in the ../SteamApps/source engine.gcf group file) You can also add your own strings in gameui_english.txt or HL2_english.txt and use them to label your game menu items.
== Editing menu items with XBLAH's modding tool ==
Main menu items can be added, modified or removed with based on a provided list of options.
Where to find it
This can be accessed within the tool through Mod > Menu Items.
How to use it
==== Add a menu item ====
You can add a menu item by clicking on the button, by selecting the command and choosing a caption. You can also choose whether it should only show when you have a map running.
If you select the engine <command>, you can set a command parameter that will be inserted and run through the console when the user clicks the menu item.
You can select an Empty row to add spacing between menu items.
==== Edit a menu item ====
You can edit a menu item by clicking the button.
==== Delete a menu item ====
You can delete a menu item by selecting the menu item and clicking the button.
== External links ==
*XBLAH's Modding Tool Homepage
Manual shotgun pumping

Modifying the shotgun to be more like a pump action shotgun is not difficult, but has a really cool outcome.
== Requirements == 
* A repository for storing your code changes. (GitHub, Subversion, etc)
* Visual Studio for changing and compiling your code.
== Tutorial ==
Open 
Step One: Remove auto reload
Look for line 543 (Line 645 in newer versions of the Source SDK) and comment it out using comment block (/* ... */).
else
{
	// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
	if ( m_iClip1 <= 0 && !(GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < gpGlobals->curtime )
	{
		if (StartReload())
		{
			// if we've successfully started to reload, we're done
			return;
		}
	}
}
Modified Code:
/*
else
{
	// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
	if ( m_iClip1 <= 0 && !(GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < gpGlobals->curtime )
	{
		if (StartReload())
		{
			// if we've successfully started to reload, we're done
			return;
		}
	}
}*/
Now, the shotgun will not automatically reload if all bullets are expended. You could have also looked at ITEM_FLAG_NOAUTORELOAD, but this requires less work and has a smaller chance of messing something up. However, you will be leaving code in your source which adds a small amount of bloat (although minuscule in size).
Step 2: Making the user manually pump the shotgun.
Scroll to line 446 (Line 547 in newer versions of the Source SDK).
Change this code block:
if ((m_bNeedPump) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
{
	Pump();
	return;
}
To this:
if ((m_bNeedPump) && (m_flNextPrimaryAttack <= gpGlobals->curtime) && (pOwner->m_nButtons & IN_ATTACK || pOwner->m_nButtons & IN_ATTACK2))
{
	Pump();
	return;
}
Analyze this code for a minute. The compiler follows (Parenthesis, Exponents, Multiplication, Division, Addition, Subtraction) when looking at 'if' statements, so a statement inside a parenthesis is going to be analyzed first.
Original 'if' statement works like this: If you need to pump the shotgun, and the next attack time is less than or equal to the current time, pump the gun.
The changes work like this: If the user is pressing the +attack or +attack2 button and you need to pump and attack time is less than or equal to current time, pump the shotgun. Basically, this logic is what is making the gun into a manual action.
Now, if you wanted the user to be able to reload only if you expend all their ammunition, because there is an expended round in the chamber they would need to pump it out.
Scroll up to line 146 (line 246 in newer versions) (Inside bool CWeaponShotgun::StartReload( void ))
after:
if (j <= 0)
	return false;
Insert this:
if( m_iClip1 == 0 )
{
	m_bNeedPump = true ;
}
Compile, load up, enjoy. Any problems send me a PM to otisranson on Steam, or send an email to OtisRanson2@gmail.com.
Category:Free source code
Category:Tutorials
Map2Prop

Map2Prop is a GoldSrc CMDline tool to convert MAP, RMF, JMF, and OBJ files to SMD format, along with generating a QC. This allows for the compilation of model files without the use of a 3D editor.
== Features ==
* Automatic .WAD extraction
* Vertex Smoothing via angle
== Screenshots ==
map2prop.png
== External links ==
* Map2Prop download
* Documentation page
== See Also ==
* Propper Source Engine map to model tool
Category:Third Party Tools
Category:Third Party GoldSrc Tools
Category:Non-Steam Applications
Category:Half-Life
Category:Level Design
Map2Prop.fgd

FGD for Map2Prop.
@SolidClass = func_map2prop : "Brushes for Map2Prop to turn into a model" 
[
	spawnflags(flags) =
	[
		1 : "Disable" : 0
		// 2 : "Is submodel" : 0
	]
	targetname(string) : "Name"
	outname(string) : "Exported model's name"
	outdir(string) : "Exported model subfolder"
	gamma(string) : "Gamma (default 1.8)" : "1.8"
	smoothing(string) : "Smoothing threshold (0 disables)" : "60.0"
	scale(string) : "Scale" : "1.0"
	rotate(string) : "Rotate" : "0.0"
	// parent_model(string) : "Template prop"
	own_model(choices) : "Export as its own model" : 1 =
	[
		0: "No"
		1: "Yes"
	]
	chrome(choices) : "Chrome setting override" : 0 =
	[
		0: "Default"
		1: "Do not set chrome flag"
	]
	// convert_to(choices) : "Classname after conversion" : 0 =
	// [
	// 	0: "cycler"
	// 	1: "cycler_sprite"
	// 	2: "env_sprite"
	// 	3: "item_generic"
	// 	4: "monster_furniture"
	// 	5: "monster_generic"
	// ]
]
Category:GoldSrc FGDs
MapFool

is a nifty program that will help you with porting HL1 maps to Source; it lets you open the wads and even save them as new materials and textures for use in your new Source map.
== Bugs == 
* MapFool will be prevented from installing if you have a newer version of the .net framework then 1.1. 
An updated version of the installer that will work with newer versions of .net is available here: 
http://www.mediafire.com/?zn1xzbzakcm
* On Windows Vista, users may get an error during installation about "Could not open key: HKEY_CLASSES_ROOT\Wordpad.Document.8"
To fix this, follow these steps;
* Go to Start Menu --> Run (Alternatively use the Search bar)
* type regedit, press enter
* Go to desired restricted key (In this case HKEY_CLASSES_ROOT\Wordpad.Document.8)
* Right click the folder its in (Wordpad.Document.8)
* click Permissions
* Click Advanced, then Owner tab
* Change the owner from administrator to whatever name you are using
* Click OK twice to get out of the pop-ups completely
* Right click folder again
* Click Permissions
* click OWNER RIGHTS
* Next to full control and read, click the allow boxes.
* Click OK
* Done!
* MapFool will now successfully install. (Tested on Windows Vista Ultimate x64)
== External links ==
* MAPFool 1.2 Download start after click. @ Yabkoy
Category:Third Party Tools
Category:Level Design
Category:GoldSrc to Source
Map (console command)

It loads the specified map and starts a game on it.
==Usage==
map <mapname>
map <mapname> [gamemode] // CS:GO
map <mapname> [key1=value1] [key2=value2] [...] // CS2
The .bsp extension must be omitted. The game can access both maps in mounted VPKs and in the maps\ folder. Maps that are in a subdirectory of maps\ need to have the folder name included in the console command.
==Similar Commands==
ConCommand 	Description
map_background 	Analogous to map but loads a map as a background for the main menu. The player will not be able to move normally, but they can still use the console to move, attack, etc. This was introduced and used in and its series but it does no longer work properly in newer games. Works in and
map_commentary 	Analogous to map but also enables commentary mode, introduced in and .
maps <substring>	Lists all the maps the game has access to that contain a certain character sequence. Use * to list all maps.
Map Archive Sites

A list of sites where you can download maps for Valve's games.
* 17buddies - More than 85 000 custom maps to download - servers - community - tools.
* CSM2 - Map Downloads,Tutorials and mapping help forums.
* FileFront Half-Life 2 at FileFront.
* GameBanana - Maps, guides, tutorials, skins, sounds, and many other FPS modifications.
* LanManiaX - The largest map database for HL/HL2.
* RunThinkShootLive - The largest single player HL/HL2/Ep1/Ep2 map and mod list available on the Internet.
* Type 3 Studios - Source maps (as well as tutorials and a helpful community).
=== See also ===
* File Hosting Sites
Category:External Sites
Category:Modding
Map Obfuscator

is a map obfuscation tool created by Omnicoder. It helps deter the decompilation or theft of maps by running them through the map obfuscator before release.
The Obfuscator will rename map entities and make following the logical flow of your map difficult.
== List of Map Obfuscators ==
# IID_BSP
# IID_VMF
==Infinite Improbability Drive for BSPs==
The BSP obfuscator renames entities to numeric strings making it hard to follow the logic of a map.
The BSP obfuscator works in a way that the user has to drag and drop their desired map onto the executable where it will then obfuscate it and create a new file giving it the suffix "_proc", so a obfuscated map will be named <mapname>_proc.bsp
==Infinite Improbability Drive for VMFs==
The VMF obfuscator does the same things as the BSP obfuscator, although users can optionally enable a option that moves nonpositional point entities to 0,0,0.
The VMF obfuscator can be operated in the same way as the BSP obfuscator, although a version of the tool with a GUI is included alongside the command line variant.
==Important information==
For all intents and purposes, none of these obfuscators work.
All of their protection is easily circumvented by any decompiler and in addition the VMF obfuscator just straight up doesn't work.
Only the BSP obfuscator works to a certain degree. It only messes with the textures of solid brushes while map entites and displacements are completely unaffected.
==See Also==
BSP
BSPSource
VIDE
== External links ==
Gamebanana Page
Category:Third Party Tools
Category:Level Design
Category:Glossary
Map Resource Extractor

Map Resource Extractor (MRE) is a small program that reads the VMF, and only copies the content that has been used in the map. It's written in C# and requires Microsoft .Net Framework 3.5 or higher.
== Features ==
*Materials (all materials, model materials as well, also including skybox, detail texture and detail.VBSP)
*Models
*Sounds
== Usage ==
1. Select the Map File (.VMF)
2. Add the Game Directory, which you have used custom content from, add multiple if necessary.
3. Choose the resources directory, in which the used content will be copied, in the Options on the bottom left. By default, it is in <Program Filepath>/resources 
4. Press START... on the bottom right.
Now you will have to wait several minutes, depending on your computer. It copies all models found in the map (therefore only used models).
Then you will be prompted to select the decompiled models:
256px|left
There isn't any other way to know what materials the models uses, other than having their QC and SMD. For this you will need to decompile the models, which are in the resources directory.
Select the folder you decompiled the models in, and press OK.
Now you have to wait again. The program reads all QC and SMDs to find all the used materials and skins. Then it reads all VMTs it has to read, to find all VTFs.
After that, it copies the used content to the resources directory.
Done. You can press the Go To Resources... button on the bottom left to directly go to the resources folder.
== Version Log ==
Current version: Alpha
Developers note:
This is the first version. If you find any issues or want to suggest anything (first make sure you have done everything alright) please check the Readme.txt, there is information where to report.
== Download ==
Download @ Gamebanana.com
== See also ==
* VIDE - a program that does this automatically
* Material Enumerator
Category:Third Party Tools
Category:Level Design
Map pack

A map pack is a pack of maps (.bsp files).
==Installation==
To "install" a map pack, do the following:
# Note which game the map pack is for.
# Figure out which map appears to be the first one in the pack. (Usually it's the one with the lowest number.) Write this name down on paper for later.
# Copy the map (.bsp) files directly into the maps\ folder of the associated game. (<Installation path>\Steam\SteamApps\common\<game>\<game abbreviation>\maps\, for example C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2\maps\.)
# If any node graph (.ain) files are present, copy them into the graphs\ subfolder of that maps\ folder.
# Start the associated game.
# Open the developer console.
# Type map <name of the first map> in the console to load the map.
==See also==
* Modification - Something more than a map pack.
Category:Glossary
Map setbombradius

The map_setbombradius is cheat console command. This command change c4 explosion range.
==Usage==
Enable sv_cheats 1
Use command once when map start: map_setbombradius 500
==More details==
This command either change already exist map entity info_map_parameters bombradius value or will create entity info_map_parameters if not exist.
C4 bombradius is 500 by default, without info_map_parameters.
bombradius value is actually maximum explosion damage in dead center of explosion. To get explosion radius, multiply given damage with x 3.5
 500 damage X 3.5 = 1750 radius
==See also==
map_showbombradius
Category:Counter-Strike: Global Offensive
Category:Counter-Strike: Source
Mapbase/Docs/Autocubemap

Autocubemap is a utility in which automatically builds LDR and HDR cubemaps for one or multiple levels. It can be invoked via console commands or through a unique launch parameter.
Normally, building cubemaps requires you to enter multiple console commands in phases. Autocubemap runs these commands automatically as these phases occur, effectively combining them into one continuous process. Once Autocubemap is initiated, you will not need to run any further commands.
== Building cubemaps for one level ==
You can invoke Autocubemap for the currently loaded level by typing autocubemap_start into the console.
Alternatively, you can invoke Autocubemap immediately after the game loads by using -autocubemap as an additional game launch parameter. You can use this in the compile window in Hammer to automatically build cubemaps after compiling a map.
== Building cubemaps for multiple levels ==
Autocubemap can also extend its process between multiple levels, automatically hopping from one level to the next without further input. This is useful for when you need to build cubemaps on several levels all at once.
In order to feed Autocubemap multiple levels, you need an external KeyValues file which contains a list of levels. For example, let's say the following text is from scripts/autocubemap_my_levels.txt:
"autocubemap.txt"
{
	"my_level_01"	"1"
	"my_level_02"	"1"
	"my_level_03"	"1"
}
Autocubemap will go through each of the levels specified in the keyvalue names. The "1" value is not currently used.
To give this list to Autocubemap, use the autocubemap_init [file] command, with [file] being the file containing the list of levels you want to build cubemaps on. In the case of the file above, you would run autocubemap_init "scripts/autocubemap_my_levels.txt".
After running this command, you can run autocubemap_print to confirm that the level list was read properly. For the file above, this command would print the following into the console:
=== CUBEMAPPER MAP LIST ===
my_level_01
my_level_02
my_level_03
========================
Once a map list is loaded, running autocubemap_start will build cubemaps on each of the levels specified instead of just the currently loaded map.
== Console commands ==
Here's a full list of console commands related to Autocubemap:
Category:Mapbase Utilities
Mapbase/Docs/Commentary

makes several unique changes to the Commentary System, although most of them rely on manually editing commentary files instead of using the Commentary Editor since the commentary editor is not available in the SDK code.
= New node UI =
Normally, when subtitles are disabled, developer commentary displays a unique HUD element showing the current speaker, a progress bar for the audio file, and which commentary node it is relative to others in the level. All of this information is hidden when subtitles are enabled.
In order to convey this information during commentary without sacrificing subtitles, Mapbase overhauls the UI to display both the commentary UI and subtitles at the same time. The commentary UI becomes as wide as the subtitles box and is re-positioned to where the subtitles box normally is, moving the subtitles box itself to be directly above it.
This behavior can be toggled using the commentary_audio_element_below_cc cvar.
In addition to this, Mapbase also restores an unused keyvalue (printname) and adds a new keyvalue (footnote) which display additional information on the HUD element.
printname is displayed alongside any specified speaker(s) with a ‘~’ to separate them. footnote is displayed as a set of automatically bulleted footnotes below the progress bar.
The printname combination behavior can be toggled using the commentary_combine_speaker_and_printname cvar.
= New node types =
Mapbase includes 3 new types of commentary nodes which behave differently when the player interacts with them. While the default commentary nodes play audio files, these new nodes can display text, display images, or play VCD files respectively. They serve as new mediums for providing commentary and allow different types of information to be conveyed to the player.
This includes the following new node types:
* Text node - Displays a body of text.
* Image node - Displays an image.
* Scene node - Plays a VCD file.
The type of node is set using a new type keyvalue. 0 is the default audio node, 1 is the text node, 2 is the image node, and 3 is the scene node. Models are selected automatically, although they can still be overridden with the model keyvalue. The new models can be found in models/extras, just like the original commentary node model.
= New I/O =
 now has additional inputs. The new inputs mainly involve editing keyvalues mid-game:
= VScript access =
VScript access to commentary nodes has been expanded on the server as well as the client, with both ends able to modify most variables (including what audio file plays/what content displays) and add on to the behavior of a node using a new PreStartCommentary hook. This hook can be used to make the commentary change based on a specific condition, like how much health the player has or whether or not the player did something earlier in the map.
For more information, see Mapbase/Scripting/Script Functions#CPointCommentaryNode.
Category:Mapbase Utilities