nyuuzyou/wikis huggingface dataset:
Speedometer

== Simple Speedometer ==
This Tutorial trys to explain how to use the existing Variables to display a HUD with the current Speed of the Vehicle.
== Adding the Speedometer ==
Basically Valve imeplemented this feature already, you just can't access the member because its Private. And the best solution to access the member from the HUD is to create a new member.
Open "game/client/c_prop_vehicle.h" and search for:
 virtual void ClientThink( void );
Add after:
 virtual int Speed();
Open "game/client/c_prop_vehicle.cpp" and search for:
 #define TRIANGULATED_CROSSHAIR 1
Add after:
 int C_PropVehicleDriveable::Speed()
 {
 return m_nSpeed;
 }
Now you got the basic implementation for the Client, all you have to do now is editing the abstract class so that you can call this Member of any Vehicle. You can create now a new file called for example hud_speed.cpp and add following code:
 void CHudSpeed::OnThink()
 {
 	C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
 	IClientVehicle *pVehicle = player ? player->GetVehicle() : NULL;
 	if ( pVehicle )
 	{
 		CBaseEntity *pVehicleEnt = pVehicle->GetVehicleEnt();
 		if ( !pVehicleEnt )
 		{
 			// If there is no vehicle we do not need the Speed HUD
 			SetPaintEnabled(false);
 			SetPaintBackgroundEnabled(false);
 			SetShouldDisplayValue(false);
 			return;
 		}
 		m_hCurrentVehicle = pVehicleEnt;
 		SetShouldDisplayValue(true);
 		SetPaintEnabled(true);
 		SetPaintBackgroundEnabled(true);
 		SetDisplayValue( (int)((float)pVehicle->Speed() * 1.4) ); // Must be improved.
 	}
 	else
 	{
 		SetPaintEnabled(false);
 		SetPaintBackgroundEnabled(false);
 		SetShouldDisplayValue(false);
 		return;
 	}
 }
If you are not really sure what to do with this code, just copy the hud_ammo.cpp and replace the OnThink function. Do also not forget to edit the part on hud_ammo.cpp where it shows the Ammo of the Vehicle.
== HUD Layout ==
Do also not forget to add the HUD Layout to display it correctly. Open "SourceMods/<yourmodname>/scripts/HudLayout.res" add after the HudAmmo block:
 	HudSpeed
 	{
 		"fieldName" "HudSpeed"
 		"xpos"	"r150"
 		"ypos"	"432"
 		"wide"	"136"
 		"tall" "36"
 		"visible" "1"
 		"enabled" "1"
 
 		"PaintBackgroundType"	"2"
 
 		"text_xpos" "8"
 		"text_ypos" "20"
 		"digit_xpos" "44"
 		"digit_ypos" "2"
 		"digit2_xpos" "98"
 		"digit2_ypos" "16"
 	}
== Patch ==
You can also use the patch file: http://pastebin.com/f53cbf308
Code by Matthew M.
== See also == 
* HUD
Spirit of Half-Life

__NOTOC__ 
 (SoHL) is a mod designed for modders of , offering a range of new features and capabilities not found in the original Half-Life by . 
== Features ==
*Enhanced Graphics and Effects
SoHL includes several graphical enhancements, such as reflections, better lighting, and dynamic weather effects like moving clouds, rain, snow, and fog. These additions create a more immersive and visually appealing gaming experience for players.
*Advanced Physics Capabilities
The engine also boasts advanced physics capabilities, allowing players to interact with objects in more realistic ways. This includes the ability to pick up and drop objects, as well as dynamic object behavior when explosions occur.
*Particle Systems and Special Effects
One of the standout features of SoHL is its implementation of the Aurora particle system, which enables the creation of various effects like rain, snow, fog, and clouds using multiple sprites as particles. Additionally, SoHL introduces new special effects in its fgd file, such as , , , and more.
*Improved Triggers and Scripted Sequences
SoHL enhances the functionality of triggers and scripted sequences, providing modders with more options and flexibility when designing gameplay elements.
*Compatibility and Customization
SoHL is compatible with and engines, with the Custom Build version offering even greater compatibility with Xash3D for expanded features. Modders can customize various aspects of their mods, including entity properties, TexLight settings, monster behavior, and more.
== Drawbacks ==
*Compatibility Issues with 
While SoHL is designed to be compatible with GoldSrc, the Custom Build versions (1.8 and 1.9) may exhibit compatibility issues, resulting in bugs and gameplay issues when running on the GoldSrc engine.
*Limited Parent System Functionality
The Parent System in SoHL, while a useful addition, can sometimes be problematic, with objects getting stuck or behaving unpredictably.
== Media==
== See also == 
* List of Spirit of Half-Life entities
== External links==
Spitter

By default director tries to spawn her in front of survivors (SPAWN_SPECIALS_IN_FRONT_OF_SURVIVORS spawn set). Spitter spawns with her melee ability weapon_spitter_claw and ability_spit which controls her special ability. Her special ability creates spitter_projectile when used.
==ConVars==
==Actions==
* SpitterAssault
* SpitterAttack
* SpitterBehavior
* SpitterPrepareAmbush
* SpitterWaitInAmbush
==See also==
* weapon_spitter_claw
* ability_spit
* player
* hunter
* smoker
* boomer
* charger
* jockey
SplineRope

SplineRope is a shader introduced in used for ropes such as those created by the keyframe_rope and move_rope entities. It is used for all cable and rope materials from onwards, replacing the Cable shader.
== Parameters ==
; $basetexture <texture>
: The texture for the rope.
; $bumpmap <texture>
: Bumpmap for the rope.
; $shadowdepth <bool> 
:
Category:Shaders
Category:Stubs
Splitskybox

==Info==
Splitskybox is a command line utility that splits a composite .PFM Skybox into separate .PFM images.
Your Composite Skybox MUST be arranged like this;
==Usage==
 splitskybox.exe blah.pfm
For ease of use, create a batch file in the same directory as your Skybox composite, name it splitskybox.bat, and copy this into it;
 @ECHO OFF
 :loop
 "%sourcesdk%\bin\orangebox\bin\splitskybox.exe" %1
 SHIFT
 IF NOT "%~1" == "" GOTO loop
 PAUSE
Now all you need to do is drag and drop one or more Composite PFM Skybox files onto the batch file, and it should give an output like this; (Taken from the HDR Skybox Tutorial)
splitskybox.exe "C:\Program Files\Steam\SteamApps\username\sourcesdk_content\dod\materialsrc\skybox\sdk_sky_example_hdr.pfm"
filename: C:\Program Files\Steam\SteamApps\username\sourcesdk_content\dod\materialsrc\skybox\sdk_sky_example_hdrft.pfm
filename: C:\Program Files\Steam\SteamApps\username\sourcesdk_content\dod\materialsrc\skybox\sdk_sky_example_hdrlf.pfm
filename: C:\Program Files\Steam\SteamApps\username\sourcesdk_content\dod\materialsrc\skybox\sdk_sky_example_hdrbk.pfm
filename: C:\Program Files\Steam\SteamApps\username\sourcesdk_content\dod\materialsrc\skybox\sdk_sky_example_hdrrt.pfm
filename: C:\Program Files\Steam\SteamApps\username\sourcesdk_content\dod\materialsrc\skybox\sdk_sky_example_hdrup.pfm
filename: C:\Program Files\Steam\SteamApps\username\sourcesdk_content\dod\materialsrc\skybox\sdk_sky_example_hdrdn.pfm
Press any key to continue . . .
Category:Material System
Spraymaker5000

Spraymaker5000 is a texture creation tool created by GHartmann for making Sprays/Decals befitting various Valve games and Mods. 
Features:
*Easy to use click-and-drag UI!
*Autocrop!
*Scaling to: Fit, Fill, Stretch, None
*Easily determine the highest possible quality given the number of frames and mipmaps
*Make super high quality up to 1024x1020 pixel sprays
*Make animated sprays with the highest possible resolution for the number of frames needed
*Make fading sprays (resolution must be power of 2)
*Make animated fading sprays
*Automatically install sprays to supported games: Team Fortess 2, Left 4 Dead 2, Day of Infamy, No More Room In Hell, Etc.
==Requirements==
Microsoft .NET 4 or higher is required for program to work.
== External links ==
Spraymaker5000 on Gamebanana 
Spraymaker5000 Teamfortress.tv Original Discussion 
Category:Third Party Tools
SpriteCard

It is for sprite cards that are used with Source's particle system. It supports the unusual animation frame storage of Source's particles (see Animated Particles).
== Parameters ==
=== Distance and Size ===
=== Blending ===
=== Depth ===
=== Orientation ===
=== Appearance ===
=== Vertex Colors ===
=== Misc ===
=== $distancealpha ===
Category:Shaders
Category:Particle System
Sprite Explorer

Sprite Explorer is a legacy viewer and compiler for GoldSrc-format sprite files. This program is designed to provide users with the ability to view information about a sprite’s format, dimensions, world origins, and individual frames. Additionally, the program has the capability of creating new sprites from scratch or existing QC files.
== Features ==
* User-friendly interface makes it easy to use and navigate, even for beginners.
* Not limited to only viewing and creating sprites. It also allows users to export sprites to QC scripts or to animated GIFs. Users can also export individual frames to a variety of common image formats, which gives them more flexibility and control over their sprite creations.
== Drawbacks ==
* Compatibility issues with more modern BMP files. Consider using instead.
== Screenshots ==
Image:Explorer_se.png|Sprite Explorer viewing the frames of a teleporting sprite
Image:Expl_about.png|Sprite Explorer's About window
Image:Expl_wizard.png|Sprite Explorer's Sprite Creation Wizard
== External links ==
* VDU
Category:Third Party Tools
Category:Third Party GoldSrc Tools
Category:Non-Steam Applications
Category:GoldSrc Level Design
SpyAttack

is a NextBot action in .
== Description ==
 makes Spy TFBots attempt to attack another player.
The acting Spy bot will either use their primary, secondary, or melee weapon.
=== Melee Weapon ===
Difficulty	Angle to backstab
Easy 	±0.9π (±51.57°)
Normal 	±0.7071π (±40.51°)
Hard 	±0.2π (±11.46°)
Expert 	±0.0π (±0°)
Spy bots with easy difficulty will always attempt to use their melee weapon against their target, regardless if the Spy bots are actually behind them.
Category:NextBot Actions
Category:Team Fortress 2 NextBot Actions
Squads

Category:AI
Squads in allow you to group NPCs in ways they understand. Members of a squad will cover each other, move together, share information, and take turns attacking their enemies. However, they have limitations:
* Squads cannot be directly influenced in the regular ways that individual NPCs can be. The mapper can still influence the individual squad members.
* Squads will not stay together if directed otherwise by a scripted or semi-scripted sequence.
* There are squad leaders, but unlike in , they don't influence the squad in any substantial way.
* Squads can contain no more than 16 members.
* Only two soldiers in a squad can attack at a time, so large squads may be highly ineffective.
To form a squad, edit the Squad Name property for each NPC that will be a part of it. All NPCs sharing the same squad name are in the same squad, no matter their PVS or location on the map.
==Squad-Level I/O==
NPCs can be manipulated as a squad by:
* 
* The wake squad keyvalue of NPCs in the same squad
An NPC can be added to or removed from a squad at map runtime by its SetSquad input. An can also set the squadname of NPCs it spawns, but that squadname cannot be changed at map runtime.
The player's squad is special and has additional relevant Inputs and Outputs:
* The OnJoinedPlayerSquad and OnLeftPlayerSquad inputs of s.
* NPCs have an OnDenyCommanderUse input for when they refuse to join the player's squad
* NPCs also have an OnDamagedByPlayerSquad input
* NPCs can be set to auto-join the player's squad with the console command npc_citizen_auto_player_squad
* The player can manually remove or add NPCs to their squad if the command npc_citizen_auto_player_squad_allow_use is set. This requires npc_citizen_auto_player_squad to be disabled.
See also the "Player squad transition point" of for taking the player's squad across level transitions.
Some squad I/O is class-specific:
* Some Combine NPCs: the LookOn and LookOff inputs can force a Combine NPC to only see through its squadmates' eyes
* : the SquadDetectedEnemy output fires when its squad finds an enemy (useful for shining at that enemy) and a corresponding SquadLostEnemy output.
==Misc==
* The player's squad is player_squad.
* NPCs have a spawnflag to place them in the player's squad on spawn: 65536.
* Use or commands in-game to view all existing squads in current map.
==See also==
*
*Assaults
*Standoffs
Stairs(Portal 2)

Category:Portal 2 Level DesignCategory:Portal 2 Tutorials
there is a model props_ingame\arm_8panel.mdl with attachments panel_attach_0(1 through 4) you need to attach func_brushes to and animations up and down, you also better use func_door because panels have no collision and to make walking better like in regular stairs(you also need area below it)
You also can composition out of singular panel models to make unusual stair formation
Please make it into a viable page(please mention the instances\p2_editor\stair.vmf instance)
Standard Place Names for CS:S

This is a list of the standard place names that can be used with a nav mesh in .
They can be obtained by invoking with no argument.
Attic
Back
BackAlley
BackDoor
BackHall
BackRoom
BackWay
BackYard
Balcony
Basement
Bathroom
Bedroom
BigOffice
BombsiteA
BombsiteB
BombsiteC
Bridge
Bunker
CTSpawn
ComputerRoom
ConferenceRoom
Courtyard
Crates
Crawlspace
Deck
Den
DoubleDoors
Downstairs
Ducts
Dumpster
Elevator
Entrance
Entryway
FamilyRoom
FarSide
Foyer
Front
FrontDoor
FrontHall
FrontRoom
FrontYard
Garage
Gate
GateHouse
GuardHouse
HostageRescueZone
House
Inside
Kitchen
Ladder
LittleOffice
LivingRoom
LoadingDock
Lobby
Loft
LongHall
MainHall
Market
MeetingRoom
Middle
Mines
Office
Outside
Overpass
Patio
Porch
ProjectorRoom
Ramp
Rear
Roof
SecurityDoors
Sewers
Side
SideAlley
SideDoor
SideHall
SideRoom
SideYard
Stairs
Stairwell
StorageRoom
TSpawn
Tower
Truck
Tunnel
Underground
Underpass
Upstairs
Vault
VendingMachines
Village
VipRescueZone
Wall
Water
Window
Windows
WineCellar
Category:Level Design
Category:Counter-Strike: Source
Stargate: The Last Stand

=Overview=
Stargate: The Last Stand is a total conversion mod for Half-Life 2. In the Stargate: The Last Stand multiplayer games, players will play on one of two teams, Goa'uld, or Tau'ri. Each team will contain one base class (for example Airman for the Tau'ri) and 4 special classes for which players can nominate themselves for (for example Dr. Daniel Jackson for the Tau'ri). Each class will be armed with its own weapons and unique physical abilities, and will be challenged with our central gameplay 'The Last Stand'.
Multiplayer
SG-1 has been disbanded. O'Neill, Carter, Jackson, and Teal'c are scattered around the galaxy pursuing goals set out by the powers that be. Unbeknownst to Earth, their greatest enemy is amassing his forces. He has a plan, and with it a new grand design. Called into action by Earth's 'Homeworld Security' when the Antarctic Outpost comes under assault, the men and women of Stargate Command soon find themselves caught up in an epic battle for the fate of Earth, and the entire galaxy. From the Jaffa struggle for freedom to the defence of Earth, our teams from the S.G.C are forced to unite in squads and make their Last Stand against an enemy that threatens to destroy us all.
In the Stargate: The Last Stand multiplayer games, players can choose to defend their home world in secret offworld missions, or destroy the Tau'ri as the elite Jaffa, Guards and Warriors in Anubis' ranks. Games mostly centre around our unique 'The Last Stand' gameplay and last 15 minutes each round, so longer than a round of Counter-Strike: Source but shorter than a round of Battlefield. Players are able to equip themselves with a wide array of weapons that are featured in the television series, from the Goa'uld Staff weapon to the Tau'ri FN P-90.
Ultimately, the defending team have no reinforcements to backup their position. The enemy is strong, and their numbers are great. Can you hold out until the final hour? This is, The Last Stand.
Singleplayer
Singleplayer is no longer a part of Stargate: The Last Stand
=Schedule=
*internal Alpha: being tested by the development team
*internal Beta: few ppl will be selected, info to come on the HomePage and forums
*Release: January 16, 2009
*Beta 1.1 Update: unknown date
=External links=
* InterWave Studios (Developers) | official Website | Mod on moddb.com
Category:Multiplayer Mods
StargateTC

== Overview ==
 StargateTC is a Half-Life total conversion. A into the universe, with typical series characters, weapons, and locations. So, get through the gate and fight!
== Features ==
* Stargate SG-1 universe
* Almost 30 maps
* Particles system
== Media ==
Official Screenshots Forum Section
== Team ==
The main characters in the StargateTC team are:
Leads:
* Jamboneau: lead
* Endolaylith: co-lead and coder
* Axel: mod foundator
* ApOpH!s: advertisement lead
Section leads:
* Crampman: mappers lead
* eldrad: modelers lead
* Ricco: bêta-testers lead
== External links ==
* StargateTC official website
* StargateTC official forum
*
Stargate Legacy

== Overview ==
Stargate: Legacy is a multiplayer Source mod based on the popular TV and film series Stargate SG-1. Started as a simple port of StargateTC to the Source engine it quickly became a seperate entity, and after a gameplay release in July 2008 is now near its second beta release.
== Features ==
* A blend of tactical and fast gameplay.
* Play as Tauri or Goa'uld with a number of different classes.
* Play maps from locations seen in the series and new planets never before seen.
* Select your favourite weapons for each situation out of our extensive armoury.
== Media ==
Image:35bf004de3e59ddc20525f06fe76a.jpg
Image:Abandoned01ne7.jpg
Image:Abydos01bn4.jpg
Image:Allweaponslargegb8.jpg
Image:Staffswg7.jpg
Image:Snowfall01qy4.jpg
== History ==
Stargate: Legacy was first conceived in summer 2007 and made its debut - a gameplay release - on the 13th of July, 2008 (also coomdoom's birthday!). Since that first release (Beta 1.0.0) a small patch (Beta 1.0.5) followed fixing some issues such as knife damage and speed.
Stargate: Legacy is now looking to its Beta 2 release, containing new gameplay, models, maps and things to kill with. We thought the last one would make you expecially happy...
== Team ==
Project Management
 Freeman551 - Leader, Coder, Mapper
 FuriousFurling - Leader, Level Designer, Website developer
Development team
 Noodles - Level Designer, 3D artist
 Mobius - Sound Artist, Beta Manager
 Coomdoom - Researcher, Beta Tester, PR Manager
 SuB-Zer0 - 2D Artist
 Fotto - Coder
 Major Exodus - German Translator, 3D artist
 Isick - 3D artist
 Sinister - 3D artist
 Cow_trix - 3D artist, Level Designer
 Maximus1121 - Mapper
 Geezeus - 2D artist
 trecool223 - French Translator
 K i R k - Spanish Translator
== Localized versions ==
We currently only have an English version of Stargate Legacy.
== External links ==
* Stargate Legacy Official Site
* 
Category:Help Wanted
Category:Multiplayer Mods
Starlabs

==What is it?==
 Starlabs is a third party, single-player modification for the Half-Life 1 engine. Starlabs parallels Half-Life but places the player 3000 miles away under similar circumstances.
The Starlabs project was cancelled in 2006, but a part of it was released as part of Reissues in 2008.
==Features==
* Approximately 12 new playable maps
* 3 New characters
* About 30 minutes of custom voice acting
* A note system with approx. 10 pages of both storyline supporting and misc. notes.
==Plot==
We all know that the government sent in troops to clean up the mess that the incident created, and we all know that the government had prior knowledge of the Xen race. But... how did they find out? Who was the one responsible for finding the alien life forms?
It wasn't just one man, it was an organization. This organization is called Starlabs, short for Star Laboratories. This secret government funded project was created to search the stars for life. You are Carlos Freeman; A Special Research Associate. Meaning: You are the lucky person who gets to wear a special HEV suit and do all the dangerous work.
Today you're up early and heading to work as usual. You take the subway, walk through the streets and sneak into the alley, towards the secret Southern sewer entrance as usual. You slide your card through the machine. As you wait for your card to be authorised, you think for a moment about a test in Nevada that you've heard was scheduled for today. The card reader beeps, and the thought quickly leaves your mind. Nevada's at least a few thousand miles away, and you have work to do here. With a smile, you continue down the alley...
==Cancellation and subsequent Reissues release==
Starlabs was cancelled after 4 years of development. However, subsequently, four maps were released as part of Reissues, a totally incoherent map pack. These four maps comprised the fourth chapter of Starlabs, titled 'Satellite Trouble'. In these four maps, the player has to explore the deepest part of the Starlabs research facility and create an uplink with Black Mesa in order to send the much needed coordinates, required so that Gordon Freeman can launch the satellite. Specially for the Reissues release, a fourth map created which included a small boss-fight against hordes of marines.
==Other info==
* Starlabs official website
* Starlabs Message Boards
* 
* Reissues modification website
Category:Single Player Mods
Startup Video add/edit/remove

This tutorial will show you on how to Add, Edit or Remove the Startup Video.
The Bink video format is supported on and later, except , and 
For previous version of Source (as well as WON/Retail version of GoldSrc): You can just put the file instead, then edit the then point that to .avi instead (example: media/valve.avi).
== Adding ==
If you like to add a Startup Video, you need "RAD Video Tool" from Bink Tools and a MP4 (might require QuickTime, which can be downloaded here) or AVI movie. 
# You open your mod folder.
# Go to media or create a folder with the name media.
# open startupvids.txt or create a text document startupvids.txt.
 {
 	media/YourFileName.bik
 	media/valve.bik(default)
 }
then:
# Go to the Game directory and place in media YourFileName.bik.
Now your Startup Video is added.
== Edit a Bink File ==
* its the same to do add a video
== Remove ==
* Change the startupvids.txt:
 { 	
 
 }
* Most of the time the game don't play a Video
== Licensing ==
For a commercial product you need the license:
Licensing
RAD has the most flexible licensing in the industry.
We try to make licensing our products as easy as using them is! Hopefully, your accountants and/or lawyers will love us as much as your programmers do. Our standard agreement is about three pages long and almost every game and multimedia company in the world has used it by now.
Pricing-wise, we cover it all. We offer licenses for video games on every platform and for every use. This includes AAA games, mobile, indie games, simulators (educational), DLC, kiosks, arcade games, gaming and gambling (including slot machines, poker machines, and the like). Buying multiple platforms, or multiple products, at once will get you big discounts. We have bulk licenses, per-site licenses, and world-wide enterprise licenses available - just email us with what you need, and if we don't already have a license, we'll craft one to fit!
Also note that most publishers already have bulk licenses purchased, so if you are using a major publisher - email us, you might already have a license.
 
Click here for more info about Licensing on RAD Game Tools website
Category:Tutorials
Category:Modding