nyuuzyou/wikis huggingface dataset:
Creating simple pickup

-------
First open "hl2mp_player.cpp" and search for "CHL2MP_Player::PickupObject".
Now replace it with the following code:
void CHL2MP_Player::PickupObject( CBaseEntity *pObject, bool bLimitMassAndSize )
{
	// can't pick up what you're standing on
	if ( GetGroundEntity() == pObject )
		return;
	
	
	BaseClass::PickupObject(pObject, bLimitMassAndSize);
	
	// Can't be picked up if NPCs are on me
	if ( pObject->HasNPCsOnIt() )
		return;	
	
	HideViewModels();
	ClearActiveWeapon();
	
	Weapon_Switch( Weapon_OwnsThisType( "nameofyourweaponentity" ) );
	
	PlayerPickupObject( this, pObject );
}
Category:Programming
Creating your own music

== Format ==
PCM 16bit at 44KHz is the highest quality available. Both WAV files and MP3 files should use this standard to work in the source engine. Monaural or monophonic audio is NOT supported.
For music files it is usually best to use the MP3 format, as long audio files will use up large amounts of disk space in the WAV format.
Music differs little from basic sounds in the engine. Adding new music can be done simply by placing it in the mod's sound folder and directly referencing it, or by utilising soundscripts.
== Software ==
(Also see: Music Composition)
Programs for creating music are available in both free and paid versions from many sources. Below is a short list of popular paid programs for making music, which often have various versions and price-points for users.
 Popular Music Software
Software 	Information 	Systems
Pro Tools 	Uses subscription model	,
FL Studio 	One Time Purchase 	,
MAGIX Music Maker	One Time Purchase 	,
Logic Pro 	One Time Purchase 	
REAPER 	Free for evaluation 	, ,
== Freeware ==
Audacity Audacity is a powerful freeware sound editor. It allows you to record, edit, and mix audio together. It has many of the basic tools necessary to edit music as well as a variety of effects and filters. Audacity does not have instruments for making music, but has a small selection of sound generators. This program will require you to import or record instruments tracks.
Wavosaur Wavosaur is another freeware sound editor. Like audacity, it allows you to record, edit, and mix audio. The advantage of Wavosaur over audacity is the support of VST and ASIO Sound driver, a means of reducing latency in audio recording. Additionally, it is capable of adding loop points.
== Recommended VST ==
REfx Nexus
East West/ Quantum Leap Symphonic Orchestra Gold
Category:Third Party Tools
Category:Sound System
== Demo Song ==
This song was made using only fl studio and pro tools
Click to listen
Credits

This article covers some details on creating (outro) credits for a single-player mod.
== Entities required ==
These are the entities needed for a credit sequence. This is certainly not the only way of doing a credit sequence: the list is by no means definitive and some of these entities are optional.
* env_fade - to fade the screen out
* player_weaponstrip - to remove the player's suit and weapons
* point_teleport/trigger_teleport - now you've faded the player's screen to black, why not put them into a nice dark room to avoid any glitches with the fade
* env_soundscape - to set the soundscape to be silent
* ambient_generic - to play music during the credits
* env_credits - to display the actual credit roll
* point_clientcommand - use the command startupmenu force to force the game to quit to the menu
== Credits.txt ==
To change the actual text of the credits, edit %modname%/scripts/credits.txt.
The names used in HL2 are "IntroCreditsNames" and "OutroCreditsNames", as well as "CreditsParams" (more on that later). 
=== Keys and fonts ===
The keys are represented as "text" or "font" (using quotes) where font is either CreditsText, CreditsOutroText, CreditsOutroLogos, or WeaponIcons; other fonts work also (basically every font that you define in resource/ClientScheme.res works!). text is simply whatever you want to appear.
Example:
 
 "IntroCreditsNames"
 {
 "My cool Modname" "ClientTitleFont"
 "Credits:"	 "CreditsText"
 " "	 "CreditsText"
 "Me!" "CreditsText"
 " " 	 "CreditsText"
 "@"	 "CreditsOutroLogos"
 }
== CreditsParams ==
Place a block named CreditsParams in the file. Below is the HL2 one, dissected line-by-line:
 "CreditsParams"
 {
Open the block.
 	"fadeintime"	"2.5"
Defines the time for the text to fade in.
 	"fadeouttime"	"1"
Defines the time for the text to fade out.
 	"fadeholdtime"	"1.0"
How long the text stays on screen.
 	"nextfadetime"	"1.0"
No clue what this does.
 	"pausebetweenwaves" "1.0"
I think this defines how long between fading out and fading the next one in.
 	"logotime" "1.0"
How long the logo stays in.
 	"posx"	"96"
 	"posy"	"360"
The position of intro text (doesn't affect outro)
 	"color" "255 255 255 128"
The RGBA color of the text.
 	"scrolltime" "158"
How fast the credits scroll on the outro.
 	"separation" "10"
 }
How much space between text on the outro.
== Special ==
Note that the last line of the "OutroCreditsNames" will stay on screen and fade out. If you would like to know more about the fading out part, look into hud_credits.cpp, starting at line 288 underneath if ( i == m_CreditsList.Count()-1 ) is the code for that. If you do not want the last line to fade out, simply make it an empty line.
To display Half-Life 2 like it is on the main menu, use:
 "HALF-LIFE'"	"CreditsOutroLogos"
To display the Valve logo, use
 "V"	"CreditsOutroLogos"
To display the HL2 logo, use:
 "@"	"CreditsOutroLogos"
Category:Modding
Category:Entities by topic
Criterion

Category:AI Programming
A criterion is a match condition. If it doesn't match, it scores 0. If it does match, the score is its weight value.
The Response system checks each rule against the set, give it a numeric score based on the rule's set of criteria. Then the system picks one rule with the highest score, dispatch a response that the rule points.
criterion <criterionname> <matchkey> <matchvalue> weight nnn required
==matchkey==
Many keyvalue pairs are updated in ModifyOrAppendCriteria( AI_CriteriaSet& set ) & CAI_ExpresserHost_DoModifyOrAppendCriteria( CAI_BaseNPC *pSpeaker, AI_CriteriaSet& set ) and player and NPC codes.
Also mappers can set keyvalue pairs via the Context system.
*concept
*map
*classname
*name
*health
*healthFrac
*playerHealth
*player
*playerWeapon
*playerActivity
*playerSpeed
*npcstate
*distancetoplayer
*seeplayer
*seenbyplayer
*timesincecombat
*shotloc
*enemy
*gordon_precriminal
*attacking_with_weapon
*hurt_by_fire
*numselected
*useradio
*commandpoint_dist_to_npc
*commandpoint_dist_to_player
*numjoining
*reinforcement
==matchvalue==
* "0"; numeric match to value 0
*"1"; numeric match to value 1
*"weapon_smg1"; string match to weapon_smg1 string
*"[npcstate::idle]"; match enumeration by looking up numeric value
*">0"; match if greater than zero
*">10,<=50"; match if greater than ten and less than or equal to 50
*">0,<[npcstate::alert]"; match if greater than zer and les then value of enumeration for alert
*"!=0"; match if not equal to zero
==other options==
*weight nnn: floating point weighting for score assuming criteria match (default value 1.0)
*required: if a rule has one or more criteria with the required flag set, then if any such criteria fail, the entire rule receives a score of zero
==See also==
*List of HL2 criteria
Critical Mass

http://i185.photobucket.com/albums/x41/UserbarDude/criticalmass2.png
*** June 2009: This mod is currently inactive.
== Overview ==
Somewhere in Utah
Critical Mass is a single player/CO-OP Source mod. The story line follows a 4 man team of soldiers, in a future of fantastic technological development. In single-player mode, the role of Major Logan Bowes will be assumed by the player. In four-player coop mode, the players assume the roles of the 4 team members. This mod has no storyline connection to that of the Half-Life franchise, or any Valve product. The story is rich and polished, having been developed since 2000.
== Features ==
Storytelling is paramount, so any resources not available in any existing .gcf in order to tell the story will be created for the mod. The HUD screen elements will be very minimal, to reduce distraction from the storyline. Features will include:
* All new, beautiful environments
* Original storyline 
* Custom weapons 
* Custom "HUD"
* Co-Op mode
* "Special abilities"
== Media ==
*First map look
*http://i185.photobucket.com/albums/x41/UserbarDude/desert_1.jpg
*For more visit the official site or the ModDB profile.
== External links ==
* Official Site
* Forum
* 
== History ==
The mod started in the year 2000(for Goldsource at the time). An entire short novel was written years ago and has undergone polishing ever since. Once the story was established, a version was adapted for a video game. Production resumed in November 2008, and was suspended January of 2009. All work is backed up and eventual resumption is intended. The official website has more history information in the 'Story' section.
'
== Openings ==
There is currently no recruitment effort, since the mod is dormant. If you're looking for a source project to join, E-mail empbox@yahoo.com and ask about the private mod project underway.
* http://i185.photobucket.com/albums/x41/UserbarDude/Half-Life2_logo.jpg
== Contact ==
Michael-
*Email: emp_box@yahoo.com
*Steam: BoX (emp_cobain@hotmail.com)
Crossbow bolt

This is the projectile fired by .
The bolts think() and touch(). It is 
In touch() logic for bolt behavior. 
 
* Bolt Reflection
: if the angle is right, bolts hit a solid surface and ricochet/reflect at an angle. Each bounce increases the 'gravity' of the projectile, in effect slowing its rate.
* behavior for impact against NPCs
* skin change
* breaking glass
* damage to triggers/breakable/props
Crowbar

__NOTOC__
:For the weapon entity, see weapon_crowbar.
Originally created to be a replacement for MDLDecompiler, Crowbar is now a modding toolset.
Its Steam Group is the hub of all info relating to Crowbar, with links for download, source code, and guides.
 is developed by ZeqMacaw.
==Uses==
*Compile and decompile models individually or from an entire folder.
*View, pack, and unpack VPK, GMA and FPX packages, individually or from an entire folder.
*View information from a MDL model file, such as MDL version, ANI and PHY files used, and materials used and in which folders they are found.
*Set up games to easily switch compiling or packing for a GoldSource or Source engine game to another.
*Download workshop addons from any game (although some games restrict to owning the game for this to work).
*Publish addons to a game's Steam workshop as an alternative to a game's upload tool.
==List of supported games:==
==See also==
* Studiocompiler
* Compiling a model
* Source model skin editor
==External links==
* Steam Group
* Changelog and Source Code
Category:Third Party Tools
Category:Third Party GoldSrc Tools
Category:Third Party Source Tools
Category:Modeling
Category:Modding
Category:Open Source
Crowbar/SupportedGames

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Cry of Fear

__NOTOC__
	 
	 
 is a psychological single-player and co-op horror game set in a deserted town filled with horrific creatures and nightmarish delusions. Created by Team Psykskallar, who was previously known for . The game runs on a heavily modified version of and offers better graphics, new effects (FX), and more, making the graphics closer to engine, it also used detailed textures which was first introduced in . Despite this, it's was still based off pre-SteamPipe version of the GoldSrc engine, namely based on branch.
== See also ==
*Cry of Fear Level Design‎
== References ==
# [[Talk:Cry of Fear#PARANOIA -> Cry of Fear|Paranoia Influence on Cry of Fear.]]
Category:Cry of Fear
Category:GoldSrc games
Cry of Fear engine branch

is a modified, third-party branch of the based on its pre-SteamPipe version, specifically the and using some code. 
== Features ==
*OpenGL
**Bump-mapping
**Reflections
***Specular reflections
**Detailed textures
**Parallax mapping for models and brushes
**3D Skyboxes
**Local dynamic lights
**Specular mapping
**Blur
** HDRL
* features
**Multiplayer support
*** Co-op & Survival
**Various Render Colors
**Improved water effects
**Improved sprites (Flashlight, etc.)
**Hint system
**Inventory system
**Custom ladder system
**Stamina system
**Tracking system
**Unlockables
**Dynamic key generation 
**High-res Normals
**Menu Background Map
* Paranoia features 
**Improved lighting effects
**Subtitles
== Specifications ==
== Media ==
				
==Availability==
* 
==See also==
* List of Cry of Fear entities
== References ==
# [[Talk:Cry of Fear#PARANOIA -> Cry of Fear|Relation between Paranoia & COF]]
# Short list of features from the Paranoia website
Category:Cry of Fear
Category:Third-Party_Engine_Branches
Cs/SDK Docs

__NOTOC____NOEDITSECTION__
 ·  · 
Vytváření, organizace a zveřejnění vašeho modu
 jsou 3D světy kde se všechno spojí dohromady.
Pomocí jazyka C++ určíte chování světa ve vašem modu
Scripting can be used for adding new functionality or logic to .
 jsou detailní 3D modely objevující se v herním světě
 a se v enginu používají k tvorbě 
Kvalitní zvuky dodávají vašemu světu čtvrtý rozměr
Pomocí částic lze vytvořit efekty jako kouř, jisky, krev, oheň a další
AI controls the behaviour of all but the simplest of actions.
Probuďte postavy ze Source k životu
Create movies inside the .
Detailní návody pro práci s enginem
Technické informace ohledně Source enginu
Vysvětlení pojmů na které můžete narazit
Užitečné nástroje vytvořené komunitou (nepocházejí od Valve)
Category:Source Category:Entry pages
Cs/SDK Installation

Source SDK je zdarma k dispozici všem majitelům herod společnosti Valve založených na Source enginu. Hry které byly zdarma rozdány ke grafickým kartám na něj nemají nárok (ani na ).
== Instalace ==
[steam://install/211 Klikněte zde pro instalaci Source SDK.] Nebo jej můžete nainstalovat následujícím postupem:
# Otevřete okno aplikace Steam
# Klikněte na záložku Tools.
# Dvoj-klikněte na položku Source SDK , která je v kategorii "Not Installed".
# Pročtěte si dialogové okno a stiskněte Download and Install / Next pro pokračování
# Source SDK bude staženo a nainstalováno pomocí Steamu
== Spuštění ==
Po dokončení stahování ho ve Stemu můžete spustit na záložce Tools. Můžete si také vytvořit zástupce na plochu pravým kliknutím na SDK na záložce Tools a kliknutím na Create desktop shortcut z kontextového menu.
Při prvním spuštění bude program dlouho rozbalovat soubory na disk. Tato akce se bude provádět pouze jednou (opět až při příští aktualizaci).
Poté budete moci zvolit hru a spustit kterýkoliv nástroj ze spouštěcího panelu. Pokud však nebude hra se kterou chcete pracovat aktualizovaná, můžete se dostat do potíží. Tomu se můžete vyhnout spuštěním hry (nyní se případně aktualizuje) a jejím ukončením poté, co se dostanete do hlavní nabídky.
== Kam mám jít dál? ==
Pokud se chcete dozvědět něco o vytváření obsahu pro Source engine, je dobré místo pro začátek.
== Chyby a problémy ==
* Přečtěte si pro více informací o posledním vydání SDK.
* Podívejte se na pro odpovědi na obecné SDK otázky.
* Pro návrh map a problémy s Hammer editorem se podívejte na .
Category:Czech
Cs ragdoll

It is akin to prop_ragdoll, being spawned on a player's death (albeit only if the ConVar cl_ragdoll_physics_enable is enabled). Unlike the clientside ragdolls normally spawned in other games, these can be shot, and are presumably used by cs_bots to determine dangerous areas due to ally deaths.
If "low violence" mode is engaged on a session start, cs_ragdoll uses QPhysics and can not be shot, but they will play a surrender animation ("death%d", if any exist).
==Behavior==
===Counter-Strike series===
In with "low violence" mode enabled on a session start, or the -lv launch option on much older versions of , cs_ragdoll is affected by QPhysics and plays a surrender animation.
===Left 4 Dead series===
cs_ragdoll is spawned upon a Survivor's death. In these are substituted by survivor_death_model unless the Survivor dies after dropping from a ledge, or during L4D1 mutations.
Cube (Portal 2)

Cubes are portable objects in the Portal series. A cube can be placed on a button to activate it.
Various kinds of cubes exist in . The standard weighted storage cube changes color from blue to orange when it triggers a button. The edgeless safety cube acts the same, but is ball-shaped, and may be placed in a special button-receptacle. The pivot cube (also known as a redirection cube or reflection cube) can redirect a laser. The companion and underground cubes are themed, but functionally the same as the standard cube. Frakenturrets are also functionally the same, but under certain conditions can walk in a straight line.
==Cube==
 — the entity for regular cubes
 - frankenturret entity
models\props\metal_box.mdl — world model for standard weighted storage cube and companion cube
models\props\reflection_cube.mdl — world model for reflection cube
models\props_underground\underground_weighted_cube.mdl — world model for antique cube
models\npcs\monsters\monster_a.mdl — world model for frankenturrets
portal_weighted_cube — in-game command line
==Paint==
Cubes can also be painted with either repulsion (blue) or propulsion (orange) gel, changing their physical characteristics. Blue-painted cubes will bounce off of every surface they come in contact with, and orange-painted cubes slide more easily along surfaces, like ice cubes.
While cubes may be painted with any type of gel, only repulsion gel and propulsion gel will work properly. Conversion gel and reflection gel have the same effect as cleansing gel/water, and water will wash away any repulsion gel or propulsion gel already on it.
Unlike regular cubes, the frankenturret cannot be painted with repulsion or propulsion gel and function like a regular cube; it will only be colored. However the bouncing physical properties of repulsion gel will still be present.
==Dropper==
The tutorial for the droppers is found here.
Category:Portal 2 Level Design
Cube Inductance

A Cube Inductor is a custom element that is not shipped with Portal 2. It consists of a tall, narrow chamber set in the wall of a test chamber. The inductor operates much like a "shake flashlight" by generating a field of energy whenever a metal object such as a cube passes through it. The inductor utilizes the "infinite fall" technique to do this.
==Creation==
This assumes you have a level to put the inductor in. If not, this page or this page will show you the basics. You will also need to have downloaded the object file that contains the instance. Put the instance in instances\miscellaneous. If you do not have a "miscellaneous" folder, create it inside your "instances" folder.
===Creating the Inductor===
1. Make certain you have sufficient space to place the instance as it measures 512*128*128 units. That means you need a ceiling of at least 512 units height.
2. Create an intance and give it the following settings:
::
Property Name	Value
Fix Up Name 	inductor1
VMF filename 	instances\miscellaneous\cubeinductor.vmf
3. In the Outputs tab add:
::
My Output 	Target Entity	Target Input	Parameter	Delay	Only Once
instance:power_rly_counter;onHitMax	door1 	Open 	 	0.00 	No
instance:power_rly_counter;onHitMin	door1 	Close 	 	0.00 	No
4. Place a dropper nearby to provide the "iron core" of the inductor. You can use a sphere or a cube.
You are now ready to use your inductor to "power" your puzzle.
==Final notes==
This cube inductor is a fairly large object which does not fit with all aesthetic themes. It works best in "Clean" chambers as it was created in one. Wheatley chambers are close enough in time and style to fit this as well, but that requires a little extra planning. Done right, this instance could prove to be quite an interesting puzzle element.
Category: Portal 2 Level Design
Cubemaps (Source 2)

A cubemap is a texture that represents a three-dimensional rendering of an area. has , and/or other cubemap entities as sampling points to generate these textures, which are then integrated into the map file. Cubemaps in Source 2 are also parallax corrected if is used.
== Entities ==
* 
* 
* 
* - combines both and into one entity.
==Preview in Hammer ==
You can preview cubemaps by going to "Preview Baked Lighting" menu > Bake All Cubemaps. You can also use "Bake Selected Cubemaps" to preview the selected cubemaps.
==Building cubemaps==
If you didn't enable the option to automatically build cubemaps through Hammer, submit the following commands into the game's console in order to build cubemaps manually: 
Command 	Description
map_name</code>	Loads the map; replace "map_name" with the map's actual name
 	Begins building cubemaps. The map will be automatically reloaded, and the new cubemap texture will be shown.
Category:Cubemaps
Category:Level Design
Curse

== Curse ==
"Curse blends a unique melee combat system with beautifully crafted levels and loads of puzzles."
 
You can check out the review of the game at planethalflife.com
Read more about Curse at Rock,Paper,Shotgun
=== Story ===
The story of the game can be summarized in one line:
You suddenly find yourself in Egypt, then all hell break's loose!
== Media ==
* - ModDB
* - ModDB
== External links ==
* Curse episodes Official Website
* 
Category:Single Player Mods
Custom Floor Buttons

Custom floor buttons are quite easy to make in . The first two released were created by LemonLake, and they are available for download at the bottom of the page.
== How to use the instance ==
=== Setting up ===
YOU ONLY NEED TO DO THIS ONCE! In your steamapps folder, navigate to common/portal2/sdk_content/maps/instances. Make a folder named drew and extract the contents of the customfloorbuttons zip into it. You should now have some vmf's in that folder.
=== Creating ===
In Hammer, create a func_instance with the following properties:
::
Property Name	Value
Fix Up Name 	button1
VMF Filename 	instances/drew/custom_button_1.vmf (you can choose an other one included in the package)
=== Outputs ===
To trigger something when the button is pressed down, in the outputs section set My Output to instance:Pressed;OnTrigger. It can be found in the dropdown.
It's the same for unpressing, except instead of Pressed its Unpressed (instance:Unpressed;OnTrigger).
Hammer may indicate these are invalid. Ignore it.
== How it Works ==
=== Triggering the Button ===
The button is triggered by a trigger_multiple, which sends an output to four relays. One handles the Button Unpressed downward animation and sound whereas another handles the upward animation and sound. The other two just send an output to the func_instance_io_proxy as of which handles the output in the instance. The reason they are in a separate relay is because I wanted to be cautious of the fact that once a func_instance_io_proxy is called in an output, the rest in that same entity cannot be called in that instance. Safety first!
=== Button Animation ===
The button animation is handled by a simple func_movelinear brush. It's move direction is simply set to 90 0 0 (down) and the distance is set to 8, so it just touches the bottom of the button directly. It's speed is set to 50, which I think is real enough. In the next update I will add a setting so that you can change the speed of the button movement yourself.
== Optional Bits you can Add ==
Before I tell you the custom bits you can add to a new instance, I'd just like to ask you if you could send me your modified instances and I'll drop 'em in the pack (if they're good enough of course)! Thanks!
=== Filter ===
In the antique version, you may notice that the button only supports an antique cube (you may remove it if you wish). This was done with a simple filter_activator_model.
::
Property Name	Value
Name 	filter
Filter Model 	models/props_underground/underground_weighted_cube.mdl
Then set the triggers Filter Name to whatever you named your filter_activator_model.
== Download & Changelog ==
* Click here to download the package with the custom floor buttons
*8th May 2012 08:28: Added two new buttons, and speed parameter to all of them
Category:Portal_2_Level_Design
Category:Tutorials