nyuuzyou/wikis huggingface dataset:
Info director

It's an entity that has some control over the AI director (the "gamemaster") using I/O.
The AI director is almost entirely automated. This entity exists for situations like forcing survivors to their respective at the start of a campaign for camera intro sequences, starting panic events, scripted panic events or changing the Director's behaviour using DirectorOptions.
 can output the director's anger level, allowing level designers to adjust conditions according to how well the players are doing.
== Forcing Survivor Positions ==
The director is capable of forcing all survivors to stand still at , if they have a survivor name set.
This is used at the beginning of a campaign, to prevent the survivors from spawning underneath the map, or in finales to teleport the survivors out of the map to imply they are inside the escape vehicle.
For this to happen, go to the info_director outputs and add the following output:
	OnGameplayStart	!self	ForceSurvivorPositions 	<none>	0.00	No
	OnGameplayStart	!self	ReleaseSurvivorPositions	<none>	0.20	No
=== Caveats ===
* Using the console command to restart the map will cause the director to ignore the ForceSurvivorPositions input.
: If you are restarting the map after a fresh compile using changelevel and you need to test out your intro sequence, use the kill console command afterwards to have the mission fail, this will cause the map to restart in a way that allows the info_director to use the ForceSurvivorPositions input, which will also allow your cameras to function.
* cannot trigger ForceSurvivorPositions unless the map was freshly loaded from the game menu as a campaign, or is restarting after mission failure.
: To get around this, have the director call ForceSurvivorPositions and ReleaseSurvivorPositions on itself using the OnGameStart input. When your campaign is ready for release, you can safely change it back to using a logic_auto before final compilation if you wish, since players will be loading your campaign from the game menu.
== Keyvalues ==
== Inputs ==
: 
: 
: 
=== Left 4 Dead 2 only ===
: 
== Outputs ==
=== Left 4 Dead 2 only ===
:
== See also ==
* 
* L4D Level Design/Panic Events
* L4D2 vscripts
* Director Scripts
* 
*
Info dlightmap update

This entity allows or disallows lightmap to be changed while baked lights toggling. If enabled - lightmap can be changed. If disabled - lightmap doesn't change, although models still shows lighting changes. For example, if this entity enabled and you turn on/off , you can see how it turning on/off, but if this entity disabled - you will not see any changes when you turn on/off (with exception of models lighting).
Used for optimization, although now considered obsolete as all switchable lights have been replaced with new lights to reduce map size and to make load times better.
Represented by class CDLightmap_Update.
== Keyvalues ==
== Inputs == 
File:idlu1.jpg| thumb | left |When this entity is enabled and you toggle lights.
File:idlu2.jpg| thumb | left |When this entity is disabled and you toggle lights.
Info doddetect

Entity that establishes the game rules on your map. This entity controls the respawn time for each team, and also tells whether each team is supposed to attack or defend on scenario maps (the voice that yells at the beginning of the round).
==Key Values==
:
Literal Value	Description
0 	Attack
1 	Defend
2 	Beach
3 	Timed Attack
4 	Timed Defend
5 	Flags
:
Literal Value	Description
0 	Attack
1 	Defend
2 	Beach
3 	Timed Attack
4 	Timed Defend
5 	Flags
==Inputs==
Info doddetect (GoldSrc)

This entity defines the DoD Game rules and is used to set things like the new Paratrooper class and respawn of teams.
== Key Values ==
:
Value	Description
0 	Yes
1 	No
:
Value	Description
0 	Yes
1 	No
:
Value	Description
0 	Yes
1 	No
:
Value	Description
0 	Yes
1 	No
:
Value	Description
0 	United States
1 	British
:
Value	Description
0 	Yes
1 	No
:
Value	Description
0 	Both
1 	Allied
2 	Axis
:
Value	Description
0 	None
1 	Rain
2 	Snow
Info gamemode

When a map is loaded, this entity can fire outputs depending on the current game mode. This allows the all game modes to be available in a single map instead of having separate maps for each game mode. 
== Outputs ==
:
:
:
 
== Inputs ==
== See also ==
* 
* Left 4 Dead Level Creation
* Left 4 Dead 2 Level Creation
* L4D Level Design/Versus Maps
* L4D2 Level Design
* L4D2 Level Design/Multi-Gamemode Support
* L4D2 Level Design/VMF Instances
* L4D2 Level Design/Scavenge Maps
* Survival Gametype (L4D)
Info global settings

It is used to set the basic co-op settings in a map.
==Entity description ==
It specifies whether the map will force players to spawn at the active info_player_coop or near the "safest" live player. Also can restart the map.
==Keyvalues ==
:* 0 : Disable Static Spawning.
:* 1 : Enable Static Spawning.
==Inputs==
==See also==
*Synergy Entity List
*info_player_coop
*info_spawn_manager
Category:Level Design
Info hint

right | 300px
It is the only NPC AI node that is not connected to the NPC navigation nodegraph. Thus NPCs will not move to info_hints, making them unsuitable for navigation hint_types such as "Crouch Cover Low". Non-navigation hint_types, like "World: Visually Interesting", or "World: Window", are more suitable.
== Keyvalues ==
== Flags ==
== Inputs ==
== See also ==
* Hint nodes
Info hlvr holo hacking plug

==Entity description==
The info_hlvr_holo_hacking_plug is the starting point of a hologram puzzle. When a player interacts with this item using the multi-tool it can cause a simple activation to occur or more commonly can be used to create small puzzles of various types. It often has an associated info_hlvr_holo_hacking_spawn_target which is used to ensure the puzzles created will be spawned in an area the player has full access to.
== Properties ==
:*0: Sphere trace (default)
:*1: Point search 
:*2: Core search (Non-Functional)
:*3: Rod pull (No difficulty parameters)
:*4: Point match
:*5: Simple Activate
:*6: Point drag 
:*7: Toner interact
== Hack Types ==
Type 	Image	Description
Sphere Trace 	 	The player must connect two blue points together by moving one or both, while avoiding red dots. Difficulty determines how many times it must be done, the speed of the red dots and the length of the trails they leave behind.
Point Search 	 	The player must move a central core such that the lasers leading to the core also pass through several points arranged around an area. Difficulty determines the number of connection points and cores needed to align.
Point Match 	 	The player must connect colored pairs of nodes by memory, while also contending with a dividing barrier. Difficulty determines the number of pairs and allowed failures.
Rod Pull 	 	The player must rotate a wedge such that it passes through a small opening in three partial circles. Difficulty has not been implemented on this puzzle. The basic puzzle allows for collisions by adding additional circles to the end of the rod.
Point Drag 	 	The Player must drag a point through several circles while a "fuse" burns down along the same path. Difficulty will reduce the visibility of future circles and increase the fuse speed.
Simple Activate / Toner interact	 	No puzzle interaction. Basically a variation of a button for electronics.
== Outputs ==
== Inputs ==
==See also==
*List of Half-Life: Alyx Entities
*List of Half-Life: Alyx Holo Hacking Difficulties
Category:EntitiesCategory:Half-Life:_Alyx_Entities
Info hlvr toner junction

==Entity description==
The info_hlvr_toner_junction is the interactive portion of a toner puzzle, used to create a rotating switch that re-routes electricity. It can take up to four info_hlvr_toner_path inputs and has a variety of shapes to choose from. 
== Properties ==
:*0: I Junction 
:*1: L Junction 
:*2: T Junction 
:*3: LL Junction
:*4: Static T Junction
:*5: Static + Junction
:*0: 0 Degrees 
:*1: 90 Degrees 
:*2: 180 Degrees 
:*3: 270 Degrees
== Outputs ==
== Inputs ==
==See also==
*List of Half-Life: Alyx Entities
Category:EntitiesCategory:Half-Life:_Alyx_Entities
Info hlvr toner path

frame|Editor display
==Entity description==
The info_hlvr_toner_path is the logical portion of a toner puzzle. It is used to define the info_hlvr_toner_path_node that make up a segment of glowing wire as well as the starting and ending entities power is routed through. It fires outputs when powered or unpowered. Power is supplied via an info_hlvr_toner_port or an info_hlvr_toner_junction
When selecting an info_hlvr_toner_path, any linked info_hlvr_toner_path_node defined in its properties will highlight orange in the editor.
== Properties ==
== Outputs ==
== Inputs ==
==See also==
*List of Half-Life: Alyx Entities
Category:Entities
Category:Half-Life:_Alyx_Entities
Info hlvr toner path node

==Entity description==
The info_hlvr_toner_path_node is the visual portion of a toner puzzle, used to create a path which can be traced with the multi-tool. It changes color depending on the state of its parent info_hlvr_toner_path. 
== Properties ==
== Outputs ==
== Inputs ==
==See also==
*List of Half-Life: Alyx Entities
Category:EntitiesCategory:Half-Life:_Alyx_Entities
Info hlvr toner port

==Entity description==
The info_hlvr_toner_port is the starting point of a toner puzzle. Any connected wires will be hidden until it is activated. The desired orientation will decide the direction the path takes upon activation. Activation by the multi-tool will only rotate the socket 90 degrees. As such the starting rotation and desired rotation should be assigned accordingly (Roughly 0>90 90>180 180>270 and 270>0). By targeting this entity and firing the SetComplete input, all connected elements will be hidden.
== Properties ==
:*0: 0 Degrees (default)
:*1: 90 Degrees 
:*2: 180 Degrees 
:*3: 270 Degrees
:*0: 0 Degrees 
:*1: 90 Degrees 
:*2: 180 Degrees (default)
:*3: 270 Degrees
== Outputs ==
== Inputs ==
==See also==
*List of Half-Life: Alyx Entities
Category:EntitiesCategory:Half-Life:_Alyx_Entities
Info infected zoo maker

It was used during game development to spawn several rows of info_infected_zoo_puppet entities, until every single possible variation of CI model has been listed on the map, to test the texture and gibbing system.
As a workaround to this crash, you may spawn specific infected via info_zombie_spawn while the cvar nb_stop 1 is set, to spawn CI in T-pose. A map to do this same thing exists and can be found on the workshop. Alternatively, you may use the cvar "z_forcezombiemodel Infected name" to force all infected spawned via z_spawn to use the zombie you want, while also using nb_stop 1 to spawn them in T-pose. Use keybinds to make this easier.
==See also==
* info_infected_zoo_puppet
Info l4d1 survivor spawn

It is used to spawn one of the original survivors from L4D1 as seen in The Passing campaign.
You can use this entity in your maps to create the feeling of a bigger world, like in The Passing. They're able to use weapons and target infected, much like the Survivor bots on your team. However, they're more limited compare to the bots on your team in that they can't move around the map independently. Louis is the only survivor bot capable of using the prop_mounted_machine_gun and will walk towards it himself, if the navmesh allows it.
==Keyvalues==
:* 4 : Bill
:* 5 : Zoey
:* 6 : Francis
:* 7 : Louis
==Inputs==
==Related Tutorials==
The following tutorial teaches you how to spawn L4D1 survivors inside of a L4D2 level, and enable the Louis bot to use the mounted machine gun. 
Creating NPC-Controlled Mounted Guns
Info ladder dismount

It sets the dismount points for ladders in and . When the player is on a ladder, near an info_ladder_dismount, and facing it, they can press their use key to dismount into the position of the info_ladder_dismount. This entity also allows the player to dismount a ladder's endpoints by simply walking in the direction of the info_ladder_dismount.
== Keyvalues ==
== See also ==
*
Info lighting

It can be used to change the lighting origin of a prop_static or a vehicle prop. Set the prop's lightingorigin keyvalue to point at this entity to make the prop light as if it was at the info_lighting's origin. Good for prop_static entities that are embedded in world geometry (like rocks/windows/etc). It also changes the cubemap origin, meaning the prop will show reflections from the closest cubemap to the info_lighting entity. For a prop_dynamic, use info_target.
== Keyvalues ==
== External links ==
.VMF that has a prop_static using 2 lights (on/off green/red using triggers)
http://www.mediafire.com/?c7200b7lq7bw49i
http://gtamike.tsgk.com/two_lights_static_info_lighting.rar
Interlopers Topic
http://www.interlopers.net/forum/viewtopic.php?f=2&t=23112
Info lighting relative

An entity that allows a model to be lit from a different light origin without affecting the environment around the model. Great for lighting up trees with many lights or doing manual light correction. It is used in , where inside the train car Gordon encounters G-Man. 
Deprecated by LightingOrigin keyvalue and SetLightingOrigin input for point entities (these however are not in Valve's FGD by default), use those instead, as they can accept any entity as a lighting origin. 
==Keyvalues==
==External Links==
* Video by gtamike_TSGK
* Relative Lighting Tutorial by Bud Doug Lee
* Example VMF
* Example VMF (gamebanana)
Info map parameters/Left 4 Dead series

This entity determines the density of all item spawns and weapons spawned with weapon_spawn. It does not work on specific weapon spawnpoints such as weapon_rifle_spawn. If you want to control spawnpoints for specific guns, use weapon_spawn and force it to only spawn a specific gun.
The item density is calculated per 100 square yards. Which is the eqivalent of a hammer cube with each side being 360 units long.
1 inch = 1 unit. 1 yard = 36 inches/units. 100 square yards = 10x10 yards (360x360 inches/units).
== Keyvalues ==
==Inputs==
== ConCommands == 
== ConVars ==
==See also==
* info_map_parameters_versus
Info nihilanth summon

Probably a remnant of creatures summoning mechanic, which is removed from the final version of the game. Initially, the developers was planning to add the ability of the Nihilanth to summon creatures for help, this confirms the presence of commands with sk_nihi_summon_ prefix and the developers commentary. Despite this, the Nihilanth still can summon three gonarchs, if player did certain actions.
This entity used in bm_c4a4a. There are only 3 such entity, placed via Hammer. None of them is touched by inputs and outputs, removing doesn't cause any bugs and errors.
This entity has no unique inputs, outputs, or properties. There is also no custom spawnflags.
Represented by class CInfoNihilanthSummon.
== Keyvalues ==
Info node

__NOTOC__
==Entity description==
It is a ground navigation node for ground moving NPCs. Navigation nodes are baked into the nodegraph so that NPCs can move to them. 
* Ground nodes fall to the ground when they spawn, so you can place them up to 128 units above any solid world geometry, which excludes func_brush, and they will still work. 
* When placing nodes on displacements, place them slightly above the terrain to ensure connections are properly made. Use the Transform tool (Ctrl+M) to move many nodes quickly.
* Nodes have a maximum connection distance of 720 units apart
* The surface the node is placed on should be at least 32 units thick.
== Usage ==
Create an interesting map, place some enemies in it, and run it. Don't kill them straight away but turn on mat_wireframe and watch their actions as you move around. You'll see them, more or less, run straight at you and shoot. This is because they have no bearings in the world other than your position.
Leave the game and lay down info_node entities across the map, preferably at each point where the AI would have to choose what to do, or anywhere the AI might want to go - basically, any important place for the AI. Then recompile and do the same as last time. You should now see them group and attack together if they need to, seek cover, throw grenades at far more suitable times, try to get around you and more - all because you added a few nodes.
This alone has fully set up your AI for a map.
==Keyvalues==
==Flags==
== See also ==
:Download Example (VMF)
* hint nodes
Category:AI
Category:Node entities
Info node (GoldSrc)

info_node' are essential for three things:
:*1. It helps monsters navigate within complex geometry. 
:*2. It allow some monsters to use their advanced behaviors like taking cover for example.
:*3. Nodes have a maximum connection distance of 720 units apart
The server load or (re)build and save a 'node graph' based on various information such as the positions of info_node in a map, the links between them, weigh those links to determine the fastest route from point A to B via the nodes and many more.
For flying and aquatic monsters, use info_node_air instead.
== Notes ==
To check your info_node placement, compile the map and run it. From the console, you can use the impulse 196 and 197 commands to see a glowing path of node tracks for large monsters and human monsters respectively. This will show up any weak points in your placement and areas that may need more nodes.
This entity has a "hint" attribute but it's not used by Half-Life monsters. It was supposed to give hints to the bullsquid towards human blood. Same for the houndeye with blinking lights, machinery, alien and human blood.
Likewise, an activity attribute exists but it's not used by Half-Life monsters. It was supposed to tell the monster to perform a specific activity when it was ordered to.
Category:Entities
Info node air hint

right | 300px
 
==Entity description==
A nodegraph and hint node for Flying NPCs that includes some context information for NPCs that are interested in it. The hint might indicate a window that could be looked into, or an item of interest that could be commented on. Many hint types are NPC-specific, so it's helpful to use naming conventions like 'Crow: Fly to point' in the hint choices list. The angles of a hint node indicate what direction the NPC should face to perform the hint behavior.
Identical to info_node_hint but used for airborne NPCs. 
== Keyvalues ==
== Flags ==
== Inputs ==
== See also ==
* 
Category:AI
Category:Nodes
Category:Node entities
Info node climb

right| 300px
 
==Entity description==
A nodegraph and hint node entity, used only by Climbing NPCs. Climb nodes work similarly to func_useableladder, in that there is a bottom point and a top point. Unlike ladders, you instead place two climb nodes to determine the position of these two points. One node at the bottom and another vertically above the bottom one.
== Keyvalues ==
== Flags ==
== Inputs ==
Category:AI
Category:Node entities
Info node link

It is a manually defined, dynamic connection between two navigation nodes. This could be used to create or destroy a connection in the nodegraph because of some event in your map (a bridge being created/destroyed, etc). 
__NOTOC__
==Keyvalues==
:* 0 : Off
:* 1 : On
:* 1 : Ground
:* 2 : Jump
:* 4 : Fly
:* 8 : Climb
{{KV|Invert exclusion rules|intn=InvertAllow|boolean|Allowed entity is the only entity NOT allowed when this is set to 'yes'
==Flags==
See: NPC Hull.
==Inputs==
==See also==
* - manages all connections between nodes that intersect the controller's volume. This allows for mass enabling/disabling of all node connections.
Category:AI
Category:Node entities
Info npc spawn destination

It is a NPC spawn destination. An npc_template_maker (or another npc_maker which use templates, such as npc_hunter_maker) can optionally have these set as the destination where the NPC will spawn. If multiple info_npc_spawn_destinations exist with the same targetname, one will be selected either at random, or based on the parameters of the npc_template_maker.
== Keyvalues ==
== Outputs ==
Category:AI
Info null

It is removed as soon as it spawns. It is primarily useful as a target for pointing lights at. Another possibility is to use it during map development as a way of keeping location-based notes within the VMF file, using the entity's comments box.
== Keyvalues ==
== See Also ==
* - like info_null, but is not killed on map spawn.
* - like info_null, but is removed by VBSP
* - An alternative name for info_null in
Info objective list

== Entity Description ==
This entity allow the mapper to show the objectives of the map to the survivors team. The objective text is displayed at the top left of the screen. The "info_objective_list" is also responsible to indicate objectives in progress, failed or completed.
== Keyvalues ==
; Name <string>
: The targetname other entities refer to this entity by. 
; ObjectiveTextX <string>
: Define description of the objective where X correspond to objective's number.
== Inputs ==
==See also==
* trigger_capturepoint_zp
Category:Entities
Category:Zombie Panic! Source
Category:Zombie Panic! Source Entities
Info observer menu

right | 300px
 Represents a spawn point of a spectator during a multiplayer game.
This entity also can generate loading screens for multiplayer maps (check out the page for more information).
If there isn't at least one such spawn entity - spectators will spawn at (0, 0, 0) position ().
Represented by class CInfoObserverMenu.
== Keyvalues ==
==See also==
* info_player_deathmatch
* info_player_scientist
* info_player_marine
* info_player_start
Info overlay

It is a much more powerful version of a standard decal. Unlike regular decal entities, overlays can be resized, rotated, scaled, and distorted.
Overlays should be created using the Hammer Overlay Tool, which will also set the sides keyvalue accordingly. If you need the overlay to span multiple faces, open the overlay's properties in SmartEdit mode, choose Brush Faces and then Ctrl-Click in the camera window to add more faces.
== Advanced Information ==
In Source, decals and overlays are not actually applied directly to the brush surface. They are planes that hover over the brush, without ever touching them. This is to keep in mind when you deal with overlays that will be projected on different faces that are not coplanar. A little gap will be visible between faces that go around a corner, as seen in the picture on the right. In corners such as these inside a room, the "overlay planes" will clip into each other, showing the two overlay multiplied together if they're not entirely opaque. This cannot be avoided since Source won't work that way. (Actual painting texels would be too expensive to do.)
This is the same working for fake dynamic shadows and others projected textures on surfaces.
=== Distorting overlays ===
If the overlay is not yet placed, select the overlay tool and your material, and click where you wish the center of the overlay to be. You should now see 4 white boxes at the edges of the overlay, and you may drag them about to distort it.
If you wish to distort an existing overlay, first select the overlay you wish to edit, and then select the overlay tool. Then you should be able to distort the overlay as described above. If the overlay does not respond, try deleting it and then following the above procedure.
=== Storing of overlays ===
The info_overlays are all packed into a special lump in the BSP file. To enable accesses by name, a info_overlay_accessor entity is created in the compiled map, which translates targetnames to info_overlay ID numbers. Unnamed overlays do not have an info_overlay_accessor created for them, and as such do not count towards entity limits.
== Keyvalues ==
== Limitations/Bugs ==
== See also ==
* 
* 
Category:Source
Category:Material System
Info paint sprayer

==Entity description==
It generates a flow of paint or paint cleanser. There are several paint spawner instances that you should consider using instead of creating this entity directly.
==Keyvalues==
:* 0 : Bounce
:* 1 : Stick (scrapped wall walking paint; no effect in the released game; retconned into laser-reflection gel in dlc1)
:* 2 : Speed
:* 3 : Portal
:* 4 : Erase
:* 0 : Blobulator
:* 1 : Fast Sphere
:* 0 : None (silent)
:* 1 : Drip
:* 2 : Medium Flow
:* 3 : Heavy Flow
==Inputs==
==Outputs==
==See also==
* paint_sphere