nyuuzyou/wikis huggingface dataset:
Prison Island

== Overview ==
The Prison Island Mod will take the player deep into the expanses of a huge prison built by a power hungry super-nation. Choosing their own style of game play, the player will be able to complete the storyline the way they see fit. With a variety of custom weapons, props and enemies Prison Island aims to immerse the player in an epic story.
== The pi| Developers ==
We are a dedicated team of developers, modding the Source Engine to its limits
to provide you with only the best, Source can do.
We're always looking for talented modders to help us out and like
to work in a team like ours.
== The Features ==
Innovative Energy-System which is implented into the suits.
It will be used for plasma weapon ammunition supply and some special
actions the player is enabled to do by wearing different kinds suits.
Stealth Functions, like a "hide in the shadows" function which will always be enabled
but is especially useful for the stealthing gameplay and the instant-stealth option,
which makes you invisible to enemies right after you press the button.
Only for a limited amount of time, but handy if you need a quick escape.
Jetpacking to perform fast and long jumps from one point to another in order to
avoid the enemie and get out of the hell you've been thrown into.
3 different kind of suits, all are supporting the player with different styles of gameplay.
 -Rambo-Suit with lots or armor and Energy for heavy weapons
 -Stealth-Suit with not so much armor but a lot of energy and stealthing functions
 -Jumper-Suit with a built-in Jetpack and a lot of energy to perform jetpacking and jumping combos to evade enemies.
== Settings ==
Image:Pi_oilrig1.jpg|The Oilrig
Image:Pi_prison01.jpg|The Prison
Image:Pi_island01.jpg|The Island
Here you can see a little Teaser in HD
== Latest News ==
== Links ==
Prison Island Homepage
Prison Island Forums
Process Window copying

After you click OK in the Run Map... dialog, Hammer will display the Compile Process Window, showing the progress of your compile. When the compile is complete, press the Copy to Clipboard button at the bottom of the window, and you can now paste it into an email or forum post window.
Additionally, a full log of every compile that has ever been done on the map will automatically be created and saved by hammer as <mapname>.log in the same directory as the *.vmf file.
Category:Hammer
Category:Level Design FAQ
Prodod

== Overview ==
ProDoD is a third-party mod that builds on the foundation set down by DoD:S. Various key values from DoD:S have been changed to better suit the competitive community. Examples of such changes are gun accuracy, damage, grenade throw distance, bullet puff size, class equipment, and shot distribution.
We hope to restore DoD to its rightful place in the competitive community. This mod is made by the pros for the masses. If you enjoy Day of Defeat: Source, or maybe find it a bit frustrating, this mod is for you!
== Change log ==
* Faster Pistol draw animations
* Snipers reload all at once (strip clip)
* No muzzle flash (optional)
* Removed almost all ambient noise 
* New splash screens
* Light auto and pistol accuracies increased
* Some weapon damages increased
* More Pistol ammo
* Pistols for every class
=== New features ===
* An automatic update program
* Anti-cheat and file protection system
* Personal statistics (independent of servers)
* Grenade throw distance mimics 1.3
* Bullet puffs are greatly decreased
* Grenade stun affect almost completely removed
* Shot Distribution focuses more on center then any random point
* Annoying "glide effect" fixed
* Greater bullet penetration through walls
* Sniper zoom time decreased
* Fixed random respawn timers
* Weapon accuracy/damage/recoil overhaul
* CVar protection
== Interviews ==
* Gamestah - audio interview with Red Comet, forward 13 minutes in to get to the interview.
* GotFrag EXE - interview with Pure
* zeroPoint! Gaming - interview with Red Comet
== Development team ==
* Gloin - Founder
* Red Comet - Lead Programmer, Co-Founder
* GreenElephant - Programmer, Forum Manager
* Togi - Programmer
* Pure - Public Relations
* Moriar - Webmaster
* Damian - IRC and Forum Moderator
* Dart - Lead Mapper
== External links ==
* ProDoD - the official website.
* 
* Day of Defeat Directory - a directory of custom maps, files and links to other Day of Defeat: Source and ProDoD sites.
Category:Multiplayer Mods
Progress enable

The progress_enable ConCommand tells the engine to show the Half-Life 2 VGUI progress bar on the screen for the next map load operation.
For instance, if calling something like:
engine->ClientCmd("map test");
The screen will freeze while the map is loading, and won't report any progress to the player.
However, if you call progress_enable before the map command:
engine->ClientCmd("progress_enable \n map test");
The map will load and the VGUI loading screen will be shown.
This can be used to make custom menus, where using the old loading panel is desired when the user loads a saved game, or starts a new one.
The code for this function was left out of the 2013 SDK (despite still being usable in game) but is available in Source 2007.
Projected tractor beam entity

This is the actual funnel created by a prop_tractor_beam. One put directly into a map behaves similar to one made via a prop_tractor_beam, just without the emitter model and no push/pull force.
It does hold the player as if it was a prop_tractor_beam with a pull/push force of 0
It is always orange as if it was set to pull
==FGD Code==
@PointClass base(Targetname, Parentname, Angles) studio("models/editor/cone_helper.mdl") = projected_tractor_beam_entity : "The visual part of a prop_tractor_beam" []
Category:Entities
Category:Level Design
Prop Download Sites

The websites on this page provide free 3D models. Also note that many government museums and research organizations like Smithsonian and Tula Arms Museum will distribute models of their exhibits or related content for free, usually under a Public Domain License.
== CC0 licensed (Public Domain) ==
* 3dmodelhaven.com - Small library of high-poly 3D models.
* Nasa3d.arc.nasa.gov - Yeah, that NASA. Large library of space 3D models, all free and without copyright.
* OpenGameArt.org (On this page: cc0 resources only).
* Smithsonian 3D DIGITIZATION - Smithsonian Institution website, dedicated to 3D models of their exhibits.
* Arms Museum on Sketchfab - Russian Tula Arms Museum on Sketchfab, small library of various weapons models.
* Kenny game assets - More than 40,000 models, sounds and textures created by Kenny. All licensed by CC0.
* Sketchfab cc0 models collection
== Various licenses ==
* Garrysmods.org (Must own Garry's Mod to download!)
* Facepunch modelling forum (has stuff that isn't on GM.org and vice versa; login to search)
* OpenGameArt
* Gaming-Models 
* The SnarkPit 
* TurboSquid
* Hum3D (large library of 3d vehicles)
* Clara.io
* Blendswap
* Gamebanana: 3d models (You can also search free models in the skins and prefabs sections)
* BlenderNation
* Cgtrader.com - free 3d models - large library of Various models
* Sketchfab.com
* Gamer-lab - Large library of Source and GoldSource 3d models. Users upload a lot of content here without the permission from author, although sometimes there is legal content that is published here with the permission of the author / the author himself. It is not recommended to download content from here, although it is acceptable if you are simply creating something something simple, free, uncomplicated like Counter-Strike map.
* 17's Buddies - Ditto
== Notes ==
Sites tagged as and/or indicate places that host models that can be used with and/or without any extra processing.
== See also ==
* Prop Data System
* Prop Types Overview
* Compiling a model
* Material Download Sites
* Sound Download Sites
Category:Modeling
Category:Level Design
Prop Footsteps

For player footsteps, Valve used MASK_PLAYERSOLID_BRUSHONLY rather than MASK_PLAYERSOLID. This difference made it so only the static world would have dynamic footsteps. The following precedure will show how to fix this issue.
==Basic Fix==
===src\cl_dll\c_baseplayer.cpp===
====Shift Trace Start Up====
	// Straight down
	end.z -= 64;	→		// Straight down
	start.z += 1;
	end.z -= 64;
====Smaller Trace Box Height====
	Ray_t ray;
	ray.Init( start, end, GetPlayerMins(), GetPlayerMaxs() );
↓
	Ray_t ray;
	Vector mins = GetPlayerMins();
	Vector maxs = GetPlayerMaxs();
	maxs.z = mins.z + 1;
	ray.Init( start, end, mins, maxs);
====Change Trace Mask====
	UTIL_TraceRay( ray, MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
↓
	UTIL_TraceRay( ray, MASK_PLAYERSOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
===src\game_shared\gamemovement.cpp===
====Shift Trace Start Up====
	// Straight down
	end[2] -= 64;	→		// Straight down
	start[2] += 1;
	end[2] -= 64;
====Smaller Trace Box Height & Change Trace Mask====
	TracePlayerBBox( start, end, MASK_PLAYERSOLID_BRUSHONLY, COLLISION_GROUP_PLAYER_MOVEMENT, trace );
↓
	Ray_t ray;
	Vector mins = player->GetPlayerMins();
	Vector maxs = player->GetPlayerMaxs();
	maxs.z = mins.z + 1;
	ray.Init( start, end, mins, maxs);
	UTIL_TraceRay( ray, MASK_PLAYERSOLID, player, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
==HL2MP Override Removal==
===src\cl_dll\hl2mp\c_hl2mp_player.h===
====Prototype Removal====
* PlayStepSound
* PrecacheFootStepSounds
===src\game_shared\hl2mp\hl2mp_player_shared.cpp===
====Symbol Removal====
* PlayStepSound
* PrecacheFootStepSounds
===src\dlls\hl2mp_dll\hl2mp_player.cpp===
====Precache====
In function CHL2MP_Player::Precache	In function CHL2MP_Player::Precache
Remove 		PrecacheFootStepSounds();
===src\dlls\hl2mp_dll\hl2mp_player.h===
====Prototype Removal====
* PlayStepSound
* PrecacheFootStepSounds
Category: Programming
Prop button

It is a pillar style button. It acts the same as the func_button brush and is used as a player activated entity which triggers events in the game. For Old Aperture maps, use prop_under_button.
==Keyvalues==
:* 0 : Clean
:* 1 : Rusted
==Inputs==
==Outputs==
== See also ==
*Button (Portal 2)
*Portal 2 Level Creation
*Env_instructor_hint
button
Prop button (Vampire The Masquerade - Bloodlines)

A CBaseAnimating variant of . When used by the player, it moves to a pressed position or plays an animation. 
== Key Values ==
:
Value	Description
0 	No
1 	Yes
:
Value	Description
0 	No
1 	Yes
:
Value	Description
0 	None
31 	Elevator button: Up
32 	Elevator button: Down
28 	Elevator button: B
29 	Elevator button: G
21 	Elevator button: 1
22 	Elevator button: 2
23 	Elevator button: 3
24 	Elevator button: 4
25 	Elevator button: 5
26 	Elevator button: 6
27 	Elevator button: 7
49 	Elevator button: PH
12 	Switch (wall)
64 	Switch (power)
7 	TV screen
15 	Talk NPC (male)
14 	Talk NPC (female)
51 	Sewer Transition map
:
Value	Description
Value	Description
0 	None
30 	Elevator button: Locked
3 	Lock
:
Value 	Description
elevator_button 	Elevator Button
large_metal_lever 	Large Metal Lever
manhole_cover 	Manhole Cover
medium_metal_switch	Medium Metal Switch
small_metal_switch 	Small Metal Switch
wall_light_switch 	Wall Light Switch
radio 	Radio
tv 	TV
== Inputs ==
== Outputs ==
button (Vampire The Masquerade - Bloodlines)
Prop car alarm

This class is the same as prop_physics, but with special outputs used specifically for a car alarm, to be used with prop_car_glass for its glass.
This entity can sense people firing their weapons next to it and has outputs for that event. It will call a panic event the moment its assigned model is touched or damaged by Survivors, but then it will stop functioning like a car alarm and will effectively just be a prop_physics.
In there is a Prefab of this car, to be used as func_instance in "Left 4 Dead 2\sdk_content\mapsrc\instance\prop_car_alarm.vmf"
==Keyvalues==
== Inputs ==
==Outputs==
== ConVars ==
== See also ==
* prop_physics
car alarm
Prop combine ball

See point_combine_ball_launcher for an entity that spawns these.
A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges or other constraints. It can also be configured to break when it takes enough damage.
__NOTOC__
==Keyvalues==
==Inputs==
== Flags ==
== ConVars ==
==See also==
*
combine ball
Prop coreball

__NOTOC__
==Entity Description==
It is a large combine energy core seen in ep1_citadel_03 without collisions.
For the core to be rendered correctly, it must be placed exactly at the (2688, 12139, 5170) location, as this value is hard-coded in the Core shader for normal vector computation.
This entity evolved into in . As of the Orange Box, prop_coreball is deprecated as an alias for prop_scalable, which uses the core ball model by default. Use prop_scalable if you would like to use the scaling inputs below with other models.
==Keyvalues==
==Inputs==
== See Also ==
* 
coreball
Prop data base types

These are the prop_data base types available in Source SDK Base, as of April 2008:
; Cardboard.Small
: Cardboard / Paper blocks, less than 1ft3
; Cardboard.Medium
: Cardboard / Paper blocks, less than 3ft3
; Cardboard.Large
: Large Cardboard / Paper blocks (boxes, paper stacks...)
; Cloth.Small
: Small / thin cloth objects
; Cloth.Medium
: Heavier cloth / leather objects
; Cloth.Large
: Large / thick cloth objects (upholstery)
; Wooden.Tiny
: Tiny Wooden pieces that should die in one hit
; Wooden.Small
: Wooden blocks, less than 1ft3
; Wooden.Medium
: Wooden blocks, less than 3ft3
; Wooden.Large
: Large wooden blocks, less than 5ft3
; Wooden.ExtraLarge
: Extra large wooden objects
; Wooden.Huge
: Huge wooden objects (bookcases, wardrobes...)
; Stone.Small
: Stone blocks, less than 1ft3
; Stone.Medium
: Medium stone blocks, less than 3ft3
; Stone.Large
: Large stone blocks, less than 5ft3
; Stone.Huge
: Huge stone blocks, greater than 5ft3
; Glass.Small
: Glass blocks, less than 1ft3
; Glass.Window
: Window panes
; Metal.Small
: Small metal blocks, less than 1ft3
; Metal.Medium
: Medium metal objects
; Metal.Large
: Large metal objects (cars, fridges...)
; Plastic.Small
; Item.Small
: Plastic blocks, less than 2ft3
; Plastic.Medium
; Item.Medium
: Plastic blocks, less than 4ft3
; Plastic.Large
; Item.Large
: Large Plastic objects, or medium objects with mixes of plastic & metal that you still want destructible (computers etc.)
; Pottery.Small
: Pottery blocks, less than 2ft3
; Pottery.Medium
: Medium pottery objects (flowerpots, plates...)
; Pottery.Large
: Large pottery objects
; Pottery.Huge
: Huge pottery objects (big ornate vessels)
; Flesh.Tiny
: Flesh/fruit that should die in a single hit
; Flesh.Small
: Flesh/fruit less than 1ft3
 Category:Modeling
Prop detail

It is used to manually create a detail prop. It only supports model detail props, so is rarely used.
==Keyvalues==
: How the sprite will react to the camera:
:* 0: It will not rotate.
:* 1: It will rotate around its origin to always face the camera head-on.
:* 2: It will rotate around its Z-axis only to face the camera.
== See also ==
* prop_detail_sprite
detail
Prop detail sprite

It allows manual insertion of detail sprites into a level.
See Detail props#Sprites for detailed information about setting up detail props through .VBSP files.
==Keyvalues==
This entity is not in Valve's FGDs. Its properties must be set with SmartEdit disabled.
; detailOrientation <int>
: See Detail props.
; position_ul <Vector2D> 
: The location of the sprite's upper left corner, relative to its origin.
; position_lr <Vector2D>
: The location of the sprite's lower right corner, relative to its origin.
; tex_ul <Vector2D>
: The X Y position of the sprite's upper left corner on the detail texture.
; tex_size <Vector2D>
: The area of the detail texture that should constitute this sprite (dimensions of the sprite in texels). See Detail props#Sprites.
; tex_total_size <int> 
: The width (X-axis resolution) of the detail texture.
==Example==
Here is an example of a sprite from a custom .VBSP file.
			RoseFlower
			{
				sprite "0 0 83 128 512"
				spritesize "0.5 0.05 7 13"
				spriterandomscale .3
				amount 0.02
				detailorientation 2
				sway 0.2
				upright 1
				maxangle 70
			}
To place this sprite manually, the entity would be set up in this way:
; detailOrientation <2>
; position_ul <0 13> 
; position_lr <7 0>
; tex_ul <0 0>
; tex_size <83 128>
; tex_total_size <512> 
detail sprite
Prop door rotating checkpoint

It is a special variant of for checkpoint doors in the world.
It's used by to determine when to start the transition to the next map when all Survivors stand inside. If the door is closed and all Survivors are inside a properly set-up checkpoint the transition will start. If the door is not present, the transition starts immediately when all Survivors enter.
In Versus mode, the starting checkpoint door cannot be closed and is opened automatically if it remains closed for the amount of seconds specified in versus_force_start_time.
==Convars==
==Gallery==
Models used in official maps. 'Exit' and 'Dead End' signs should be usually facing inside of the saferoom. The models and differ by having hinge on the opposite side. For each of these models there's also static version with at the end which are usable as .
checkpoint_door_01.jpg|models/props_doors/checkpoint_door_01.mdl and models/props_doors/checkpoint_door_-01.mdl
checkpoint_door_02.jpg|models/props_doors/checkpoint_door_02.mdl and models/props_doors/checkpoint_door_-02.mdl
==See also==
* 
* Door creation
* WiseDoor - example use and illustration of doors.
Category:QC Keyvalues
door rotating checkpoint
Prop dynamic

It is used to add a model to the world that can animate itself.
== Uses ==
*Buttons can be created by parenting a prop_dynamic to a brush. This will cause +use inputs on the prop to be forwarded to the , which can be placed anywhere in the map (or even outside the map, as long as the origin is inside). The SetAnimation input can then be used to make the prop animate when interacted with.
:* In , combines these entities, making setup easier. Likewise, has .
*Similarly, levers can be created by parenting a prop_dynamic to a (or ) brush. No animation is needed for this - the brush will rotate the prop by itself. As before, the entity can be placed anywhere, as long as the origin is positioned at the point you want it to rotate around.
*A prop_dynamic can be configured to break apart after receiving damage or on cue by using the Break input. 
== Keyvalues ==
==Flags==
==Inputs==
==Outputs==
==See also==
* Prop Types Overview
* 
* 
* 
dynamic
Prop dynamic create

It's a cheat protected console command used to spawn a in-game.
== Usage ==
Its parameter is used in the form:
prop_dynamic_create <.mdl name>
=== Example ===
* 
*: in , will spawn a resupply locker where the player is aiming.
== See also ==
* 
* , a console command that creates an entity of the given type where the player is looking.
Prop dynamic override

A variant of which will permit using models designed to be used as . Although this entity provides the freedom of turning physics props into dynamic props, be aware of that players will rely on the behavior of props to be more or less consistent with other maps, and even other Source games.
==See also==
* Prop Types Overview
* Prop Footsteps - A tutorial that provides essential code for when players walk on entities like this, it's not ignored during footstep sound computation.
* 
* 
dynamic override
Prop glados core

It is a personality core of GLaDOS, used during the final battle. It resembles a human eyeball with handles attached to it. They play dialogue and look around when near the player.
See for the entity used for cores in Portal 2.
== Keyvalues ==
:* 0 : Curious
:* 1 : Aggressive
:* 2 : Crazy
:* 3 : None
== Inputs ==
== Outputs ==
== See also ==
* prop_physics
glados core
Prop glass futbol

==Entity description== 
This is a glass, more fragile version of prop_exploding_futbol. It is currently unused in the game. It can be spawned by a prop_glass_futbol_spawner.
Unlike it's normal version, this doesn't explode, and can be picked up.
==See also==
* prop_glass_futbol_spawner
* prop_exploding_futbol
* prop_exploding_futbol_spawner
glass futbol
Prop glass futbol spawner

==Entity description==
Dispenser for glass futbols. This entity is unused in the released game, so it's most likely a remainder of the beta.
This dispenser can spawn highly fragile glass futbols, which can be picked up and thrown around. The futbols can also be put back to the dispenser, if required.
==FGD Code==
@PointClass base(Targetname, Parentname, Angles) studio("models/props/futbol_dispenser.mdl") = prop_glass_futbol_spawner :
"Dispenser for glass futbols"
[
	StartWithFutbol(boolean) : "Start with Futbol" : "1" : "Set true if this spawner starts with a futbol in it. Set to false if this spawner's futbol will be maunally placed in the map."	
	input ForceSpawn(void) : "Spawn a futbol."
	output OnFutbolSpawned(void) : "Fired whenever the futbol has been spawned."
	output OnFutbolGrabbed(void) : "Fired whenever the futbol has been grabbed the first time."
	output OnFutbolReleased(void) : "Fired whenever the futbol has been grabbed from or returned to this spawner (not when thrown)."
	output OnFutbolCaught(void) : "Fired whenever the futbol returned to this spawner."
]
==Keyvalues==
==Inputs==
==Outputs==
==See also==
* prop_exploding_futbol_spawner
glass futbol spawner
Prop health cabinet

It is a cabinet containing first aid kits and pain pills. The decision between first aid kits and pain pills cannot be set via entity properties, the AI Director will change the contents of the cabinet depending on how the players are doing. If the cabinet itself is placed over a navigation mesh marked as CHECKPOINT or FINALE it will spawn first aid kits instead of pills. 
== Keyvalues ==
== See Also ==
* 
* 
* 
* 
health cabinet
Prop indicator panel

This is the entity used for the blue/orange check-box panels that appear at the end of some modern antlines. It can be set to show a checkmark, or a timer as seen with Pedestal Buttons, and can be switched between the two midway through a map. These can be used in place of an for any set of antlines, but they are generally only visible to the player in three cases:
* Any inputs to the exit door.
* Multiple inputs to a single item.
* Indicator lights that do not reach all the way to the target item; for example, if the item is suspended in the middle of goo.
==Keyvalues==
==Inputs==
==Outputs==
indicator panel
Prop minigun (Left 4 Dead 2)

Don't use this. For unknown reasons prop_minigun is in tied to C++ class CPropMountedGun. While in it's tied to CPropMinigun. FGD also uses wrong model.
L4d1_minigun.png|Model used in FGD is showing wrong entity
Heavy_machine_gun.png|This is what you'll get in-game
==See also==
*
*
minigun
Prop minigun l4d1

It is the mounted minigun from , which players can use.
When firing nonstop, the minigun overheats after 20 seconds, needing 3 seconds to cool down.
== Keyvalues ==
== Outputs ==
== ConVars ==
The following Cvars are related to the minigun, which can change how it functions.
These should not be modified because players are used to the default, but if an extra challenge like longer cooldown is required, it would be possible to do so.
==See also==
*
*
minigun l4d1
Prop mounted machine gun

It is a usable .50 caliber mounted gun.
 Overheats after 20 seconds, needing 20 seconds to cool down. 40 seconds if players won't let go.
 Overheats after 15 seconds, needing 60 seconds to cool down 120 seconds if players won't let go.
== Keyvalues ==
== Outputs ==
== ConVars ==
The following Cvars are related to the machinegun, which can change how it functions.
These should not be modified because players are used to the default, but if an extra challenge like longer cooldown is required, it would be possible to do so.
Following cvars are only
==See also==
*
*
mounted machine gun