nyuuzyou/wikis huggingface dataset:
Func door rotating

It is a rotating brush that can be "opened" by players or NPCs.
==Notes==
===Axis===
The func_door_rotating entity can only rotate around either the x, y or z axis and no combination of the two other than x and y. By default, the entity is set to rotate on the Z-axis and can be changed through altering the flags section of the object properties.
===Setting the Origin===
The point of rotation can be changed through the alteration of the entities origin. The origin sets which point on the plane of movement the object will rotate through, think of it as a hinge for a door. With the show helpers option enabled in Hammer, the origin will appear as a small white circle in the center of the entity that can be dragged to a new location.
====Example====
Here in the 3D view we have a brush we selected, 1, that is tied to the func_door_rotating entity. We want it to rotate downward to land in position 2, bridging the gap between the two ledges. To do this we need to alter the door's origin to sit at point 3. 	
First thing to do is to find the axis we want the brush to rotate on. A good way to do this is to look through the grid views and find the view which shows exactly where we want to place the origin. Once found, drag the cursor to the upper left hand side of the view port to reveal which view port it is, 1. This view only shows two of the three axes, the missing one is the one we want, which in this case would be the Y axis. Go to the flag section of the door's object properties, and check the Y Axis box. The other thing to keep in mind is by default, a func_door_rotating moves clockwise around the point of rotation in the 2D view, we want it to move the other way, so we also need to check the Reverse Dir box as well in the flags tab of the object properties. Now move the cursor over the door's origin, 2.	
We want to rotate around the bottom right corner or the door, A, so we need to drag the origin there. When the mouse is over the origin it should change into a plus sign (B) meaning it is ready to be moved, click on it and drag in down to point A, you should notice a red dotted line that follows it as you move it. Once the origin is in point A we're done setting the origin. Now when the door is opened, it should rotate around point A. 	
==Bugs==
*Sometimes there are situations when for unknown reason lighting just doesn't show correctly on door model and all is "black" and you can't do anything with it (move brushes around the door to avoid clipping, check material model shader of it (it's fine), disable shadows, etc). There is a simple and effective way to fix it: just select all your level and move it! Vrad sometimes can make mistakes like this on static and dynamic objects and when you adjust position of your whole level, it will change this calculations and coordinates for lighting.
*If the speed of the door is changed by the SetSpeed input while it is opening or closing, the speed remains the same until the door is opened or closed again.
==Keyvalues==
==Flags==
==Inputs==
==Outputs==
==See also==
*
* (sliding instead of rotating)
*Door creation
*WiseDoor - example use and illustration of doors.
Func elevator

It is an elevator that can only move vertically between its "Top" and "Bottom" floor values, or any amount of info_elevator_floor entities.
If you want an elevator to move horizontally at all, you may want to use a func_door as a child of the elevator, to handle the horizontal movement.
The elevators positioning is relative to the elevator brushes origin. The elevator will move until its origin aligns with the location of the Top/Bottom values, or with the location of the info_elevator_floor.
This would also allow you to place the elevator anywhere, while having the top and bottom floors be outside of the initial location of the elevator, so that it moves from its initial spot, and never moves back.
== Keyvalues ==
== Inputs ==
== Outputs ==
==See also==
*info_elevator_floor
Func fish pool

It creates a school of interactive that swim near this entity.
The fish themselves are being moved around slowly, and will scatter away quickly when being shot at, but they can not be hurt or individually picked off by shooting them.
The fish can also get stuck on geometry, such as the poles holding a pier, or boats that are placed on the water.
== Keyvalues ==
== Lighting Issues ==
Fish spawned by this entity can cause lighting issues, where all dynamic props (including doors and viewmodels) appear to flicker dark.
This may appear when a mere 30 fish have been spawned. Adding $donotcastshadows to the fish models did not help.
Furthermode, these fish will not fade out like any other prop, since Fademindist and Fademaxdist do not exist for Func_Fish_Pool, or Fish.
Add a hollow box of Func_areaportal around all Func_Fish_Pool entities, including their "Max Range". Every side should be an individual func_areaportal with the same name, all of which closed by default.
Add a trigger_multiple in the spot where you want the fish to be visible when stood in, with the following outputs:
	OnStartTouch 	Func_areaportal	open 	<none>	0.00	No
	OnEndTouchAll	Func_areaportal	close	<none>	0.00	No
== Console Commands ==
Fish entities have two console commands.
Command 	Default	Parameters 	Description
fish_debug 	0 	"cheat", "cl" 	Show debug info for fish
fish_dormant	0 	"sv", "cheat", "rep"	Turns off interactive fish behavior. Fish become immobile and unresponsive.
== Fish ==
The entities spawned by the func_fish_pool can not be interacted with. They do not have any unique inputs, other than being able to be killed with console commands.
Killing the fish via relays in some games crash the game even when done in proper order by killing the func_fish_pool first, making the fish nothing but an interactive decoration.
They are comparable to particles, except they are made of models and respond to player proximity as well as gunshots near them.
Func forcefield

Its one of the few brush entities to have team filtered collisions, alongside func_respawnroomvisualizer. All teams but the team this brush entity belongs to, are blocked by it. This entity (func_forcefield) remains visible to both teams regardless of distance.
Despite the render quirk, the entity still finds moments with its team filtered collision keyvalue, often when users edit entities of an already compiled map. Some methods involved are lump file patching or SourceMod plugins.
==Keyvalues==
==Inputs==
== See also ==
*
Func group (GoldSrc)

is an internal brush entity in ZHLT and forks and in ericw-tools. It is a regular world brush which affects VIS, but can have certain extra flags to tell the compilers how to treat the brush.
The implementation differs slightly between the ZHLT family and ericw-tools. For more information, see the individual compiler pages:
* func_group (ZHLT)
* func_group (ericw-tools)
Func healthcharger (Half-Life: Source)

This is the health charger which gradually replenishes player health on use, until empty or the player is at full health.
This entity should be textured with a material using the ToggleTexture material proxy. Frame 0 is used when there is charge remaining, and frame 1 is used when the charger is depleted.
==Keyvalues==
==See also==
* func_recharge a brush-based recharger meant for suit power.
Func humanclip

== Entity Description ==
Brush entity that is specific to Zombie Panic! Source that act like the "tools/toolsplayerclip" texture only for the survivors. This means that zombies can pass through the brush but survivors can't.
== Keyvalues ==
== Inputs ==
== Outputs ==
==See also==
* func zombieclip
Category:Entities
Category:Zombie Panic! Source
Category:Zombie Panic! Source Entities
Func illusionary

It's a brush entity that has no collision.
Originally added as a legacy entity from for backwards compatibility, Valve has also used it in Source games (such as or ) as a non-solid brush. with its Solidity property set to Never Solid will act the same, except it allows more options to be modified. This entity can be used for simplicity if less functionality is needed, as it is always non-solid.
 
==Keyvalues==
==See also==
*
Func instance

It inserts an instance of another VMF file into the current one. You can translate and rotate the instance without breaking anything or creating an off-grid editing nightmare (although QPhysics may subtly break, such as making angled surfaces non-surfable).
By default, instances are drawn in Hammer with an orange tint, though this can be disabled in Instancing > View Instances.
Instances allow you to edit the vmf of the instance and have every used instance on your main map be changed as well. But unfortunately many instances will lag hammer quite a lot. Hammer++ does not suffer from this lag
Example uses:
* An elaborate window setup with breakable glass, window prop, clip brushes, areaportal_window and its window brush, then using it all over a house.
* A camper trailer which has brushwork and props inside, which then gets placed at weird angles that would make areaportal creating difficult.
* Vehicles with a random color assignment, sprinkled over the map.
== Limitations and Caveats ==
== Input through an instance ==
# Define a Fix Up Name.
# Define a value for the input or output you want to use (if there is one).
# Send an input to the targetname "fixupname-value", e.g. MyInstance-Start. Hammer's UI won't recognise the name, but don't worry.
==KeyValues==
:*0: Prefix (Default)
:*1: Postfix
:*2: None
==See also==
*func_instance_parms - Entity to control parameters within instances.
*func_instance_io_proxy - Entity that is used as a proxy for entity I/O within instances.
*func_instance_origin - Helper entity that defines the center point of an instance.
*L4D2 Level Design/VMF Instances - A tutorial on how to use this entity in Left 4 Dead 2.
Category:Instances
Func instance origin

The entity is supposed to set the center of an instance for placement and rotation, but it appears to have only been partially implemented. The entity will affect the positioning of the instance in Hammer, but the bounding box isn't updated to match, and it has no effect in the compiled map; the instance will be placed with the center of the VMF as the origin as usual.
==See also==
*func_instance
*func_instance_parms - Entity to control parameters within instances.
*func_instance_io_proxy - Entity that is used as a proxy for entity I/O within instances.
origin
Func instance parms

When placed inside an instance, it handles conversion between $parameters and the properties of other entities in the instance.
== KeyValues ==
::$variable: The $name can be anything and then used as a KeyValue for an entity within the instance. For example, it can be $beamcolor. In turn, $beamcolor is used as the value for the color property (instead of the standard "255 255 255" value) of a prop_static entity, appropriately a metal crossbeam model.
::type: It is a value type that is selected from a list. The value type for $beamcolor is color1.
::
::[default value]: The default value of the value type. In the case of value type color1, the default value is 255 255 255.
==Usage==
Alien Swarm SDK has great examples of the use of func_instance_parms in instances. Some instances containing func_instance_parms are used in mapsrc/ASI-Jac1-LandingBay_01.vmf: 
*mapsrc/instances/railings_80square.vmf
*mapsrc/instances/landingbay_door_unlocked_01.vmf
*mapsrc/instances/spawners/floor_spawn_holdout01.vmf
One such case is railings_80square.vmf. It is a complex set of models that are placed repeatedly throughout the map with varying colors. func_instance_parms is added to the actual VMF/map file that contains the prefab (i.e. treated as an instance) and can "pass along" parameters to any func_instance that refers to it. In other words, each func_instance that refers to that VMF/map file containing the model set can have a different color set up.
==See also==
*func_instance
*func_instance_io_proxy - Entity that is used as a proxy for entity I/O within instances.
*func_instance_origin - Helper entity that defines the center point of an instance.
Category:Alien Swarm Entities
Category:Portal 2 Entities
params
Func ladder

When VBSP compiles the map, it converts brushes into regular world brushes with ladder contents, and an entity is created with KVs indicating the bounding box of the ladder.
In and newer, the geometry is kept as a brush entity, and converted to a instead.
== Entity description ==
A ladder. Players will be able to freely move along this brush, as if it was a ladder. If you are using a model prop for the visual representation of the ladder in the map, apply the toolsinvisibleladder material to the brush. 
This entity has no keyvalues, flags, inputs, or outputs.
== See also ==
* Working Ladders
Func ladderendpoint

==Entity description==
It is used to specify the endpoints of a ladder. This entity is functional, but has been replaced by the easier-to-use func_useableladder entity. Left in only for backwards-compatibility!
To be valid, a full-sized player hull traced between the start and end points must not be obstructed at level activation time. The angle determines in which direction the player leaves the ladder if the player presses the +jump button.
== Keyvalues ==
== See also ==
* Working Ladders
Func minefield

This entity is trigger volume that also creates mines. The mines can be spawned on world geometry, and displacement, they ignore brush entities and point entities. The mines can be spawned randomly or depending on the uniform displacement properties. Spawned mines are not attached to trigger volume, each mine is indepeding entity. The trigger volume can be used as .
Represented by class CFuncMineField.
==Keyvalues==
==Flags==
==Inputs==
==Outputs==
Func monitor

It displays a real-time scene captured from a point_camera somewhere else in the world.
In for the entity to work, the surface(s) on which the camera view will be displayed must have a material with $basetexture _rt_Camera. Stock materials that work are dev\dev_combinemonitor* and dev\dev_tvmonitor*.
==Keyvalues==
==Inputs==
== FGD Code ==
==See also==
* - For rendering point_cameras on models.
* 
* 
Category:Camera
Func movelinear

It moves linearly along a given distance, in a given direction. Unlike a , it can be positioned anywhere along its axis of movement, making moving things much simpler in most cases while also using less memory. For moving water, use instead.
==Flags==
==Keyvalues==
==Inputs==
==Outputs==
==See also==
* - entity linked to to the same C++ class
* Example map of a counter-weighted door.
Func nav attribute region

It holds nav attributes to be applied on regions of overlapping nav areas when a navigation mesh has finished generating with nav_generate/nav_generate_incremental. Great for attributes necessitated by large regions of nav areas; e.g. TheFINALEattribute. 
__NOTOC__
==Keyvalues==
==Inputs==
==Flags==
 ()
 ()
 ()
==See also==
* List of L4D Series Nav Mesh Attributes
* 
* 
*
Func nav avoidance obstacle

It is also available in , and .
It tells bots that nav areas in this volume are obstructing pathfinding but can be ignored for longer-term queries like computing flow distances and escape routes. Bots will go into the affected areas if their destination is in the obstructed area, or they must cross the obstructed area to reach their destination, but otherwise avoid it. Used sparingly to prevent bots from moving to odd-looking places.
== Uses in Official Maps ==
 l4d_hospital03_sewers / c8m3_sewers 
* 1 used on gas station to prevent bos going near it
 l4d_airport02_offices / c11m2_offices 
* 2 used inside the office on office dividers to prevent bots slowing down doing hard jumps over them
 l4d_airport04_terminal
* 2 used in metal detectors to prevent bots triggering them
 l4d_river01_docks / c7m1_docks
* 5 of them are used on the wooden structure near the sea by a path of rocks under the bridge.
* 1 used on a window where survivor bots have hard time jumping into
* 1 used on barrels in the brick factory to make bots go around
 l4d_river02_barge / c7m2_barge
* 1 used on the first water body to make bots go around it
* 1 used on the ledge of the coal barge in the second water body to make bots not go near the ledge
* 1 used on the way from top conveyor belt to the bottom one to prevent survivor bots trying to follow you through there if unnecessary and hang
 c13m2_southpinestream
* 2 used in an attempt to prevent bots going into fire but enabled trigger_hurt already has that effect
== See also ==
* func_nav_blocker
* L4D Level Design/Nav Meshes
* List_of_L4D_Series_Nav_Mesh_Attributes
Func nav connection blocker

It prevents vertical connections to be made through its volume during navmesh generation.
== Example ==
It's used only in c5m5_bridge. You can see its brush like in the pictures below when convar nav_show_connectionblockers is 1 while round starts and the brush uses texture. Blue lines in the pictures are connections going from upper areas to the lower ones.
== See also ==
* func_nav_attribute_region
* func_nav_blocker
* func_nav_avoidance_obstacle
Func nav prerequisite

It is also available in . It is a trigger volume that requires bots to do perform a task before they can move through it.
==Keyvalues==
:* 1 : Destroy Entity (Value = max range to attack from. -1 for no range restriction)
:
:* 2 : Move to Entity
:* 3 : Wait (Value = seconds to wait)
==Flags==
==Inputs==
==Outputs==
==See also==
*, which influences bots to prefer this region by decreasing the pathfinding cost within it.
*, which influences bots to avoid this region by increasing the pathfinding cost within it.
Func nobuild

==Entity Description==
A func_nobuild entity will restrict an Engineer from building in the specific area it contains.
===Normal Use===
A func_nobuild area should come in contact with the top side of the brush you don't want the engineer to build upon. The func_nobuild should also be at least 96 units high to keep an Engineer from bypassing it by jumping above it. Keep in mind that a entity also blocks an Engineer's ability to build, and thus a func_nobuild does not have to be placed in the same location as a func_respawnroom.
===Ledges===
High ledges present an element a bit different from a standard floor surface. If there is a ledge you do not want an engineer to build upon, the func_nobuild brush should not only be 96 units above the surface, but 96 units below the surface as well, with the func_nobuild brush overlapping the ledge. It should also stick out 96 units from all accessible sides of the ledge. If the ledge is less then 96 units above a larger flat surface, the func_nobuild only needs to touch the top of the surface the ledge is above.
==Keyvalues==
==Inputs==
Func noportal volume

It defines a region in which no portal can be placed.
When placed in contact with or intersecting a portalable surface, a func_noportal_volume entity prevents the placement of portals on that surface that overlap its area. If the portal is "fired" inside its area, the portal gun sound is a kind of "squelch" and no portal appears. If the portal is "fired" outside but close to the edge of the func_noportal_volume, then the portal will, if possible, appear but will be moved away from the entity so that no part of the portal overlaps it. A func_noportal_volume that is not in contact with a portalable surface has no effect. It should protrude at least two units from the surface. The recommended texture for the brush is tools/toolsinvisible.
A func_portal_bumper entity is frequently found paired with a func_noportal_volume. It is not clear what functionality this adds.
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
Func null

It is a brush version of of . This can be used for creating texlights that don't have a visible brush in-game, such as for prop-based lights or accentuating lighting coming in from a window.
Because this entity isn't removed on compile, it still counts toward the server-side entity limit for a split second until removed on map spawn. Since Mapbase 7.3, it will not count as an edict.
==Keyvalues==
==FGD entry==
If using func_null outside of Mapbase, add this FGD entry to the end of base.fgd:
@SolidClass base(Origin) = func_null : 
	"A nonexistent entity that gets ignored by the game (will cause an error in the console, but this can be ignored." 
	+ "Useful for invisible texlights, such as those appearing to be cast by props or which accentuate the light coming in through a window."
[
	targetname(target_source) : "Name" : : "Name to use if this is a target for lighting calculations"
	vrad_brush_cast_shadows(choices) : "Cast Baked Shadows" : 0 : "Set this if this brush casts lightmap shadows." =
	[
		0 : "No"
		1 : "Yes"
	]
]
Func occluder

==Entity Description==
It hides models that are entirely covered by it in the player's view, according to how it has been textured. They are used to control visibility in places where s or world brushes are unsuitable. Calculations of model visibility in-game is done in real time and is not in the final compile process. Use func_occluders wisely, because they do calculations in real time and can cost a lot of CPU if there are too many in a map.
Occluders are very useful in cases where you have reasonably large , prop, , or displacement walls. These walls do not cut visleaves and therefore will not stop props from rendering behind these walls. Adding an occluder inside the same wall will at the very least hide all props behind the brush entity walls.
Usually, all faces of a func_occluder are Nodraw or Skip (as seen in maps), with the occluding faces using the Occluder or Trigger texture.
The occlusion will only work if the player is looking at the side that has the occluding texture "visible." If the back side is Nodraw, the occlusion will not take place if looked at from the other side.
== Usage ==
Texture on a func_occluder	Effect of that face
 	Occlude
 	Don't Occlude
===Texturing===
This entity works according to how materials has been applied to it:
* All sides covered with the Occluder or Trigger materials will occlude.
* All sides covered with the Nodraw material will not occlude.
===Occluders and Areaportals===
There are several important differences between occluders and areaportals:
* An occluder only hides props, not world geometery or static brushes.
* An occluder does not split visleaves.
* An occluder can be free standing and does not need to separate two areas.
===Debugging Commands===
;r_occlusion:Activate/deactivate the occlusion system.
;r_visocclusion:Activate/deactivate wireframe rendering of what the occlusion system is doing.
;r_drawpixelvisibility:Show the occlusion proxies
;r_occludeemaxarea:Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
;r_occluderminarea:Prevents occlusion testing for entities that take up less than X% of the screen. 0 means use whatever the level said to use.
;r_occlusionspew:Activate/deactivates spew about what the occlusion system is doing.
;r_occludermincount:At least this many occluders will be used, no matter how big they are.
==Keyvalues==
==Inputs==
==External links==
* Visibility Optimization
* Wikipedia on Antiportals
Func orator

It's an entity that allows the firing of a response rule to a random player, allowing them to talk when prompted.
This can be used for a simple one-liner, or to create whole conversations.
Example uses:
* Campaign intros firing an intro response rule, which causes one of many conversations to take place.
* Panic events where the relay to start the event eventually fires an output to any player, making them speak up that the path is now cleared.
* Scripting conversations between the players and the person on the radio in the finale.
== Keyvalues ==
}}
== Flags ==
== Inputs ==
Func passtime goal

==Entity description==
Players or passtime balls that touch this entity will cause a score for whichever team touches it. You can limit which teams are allowed to touch it.
==Keyvalues==
==Flags==
* 1 : Scoring here wins the game
* 2 : DO NOT let the ball score here
* 4 : Let ball-carrying players score here
* 8 : Show special locked status on HUD
==Inputs==
==Outputs==