nyuuzyou/wikis huggingface dataset:
Npc route

The npc_route console command is a debugging tool for debugging the route that an NPC is using to navigate to a target destination. The route consists of a set of waypoints. Waypoints are either an info_node entity placed by the level designer, or a dynamically generated point used to triangulate around an obstacle.
== Example ==
An example of npc_route in action. The npc_zombie is attempting to move from the right of the screen to the left (he is operating under the instruction of the npc_go command). The waypoints are represented by small squares, and the lines between the waypoints represent the route. Note the dynamic triangulation route built to avoid the barrel, represented by the cyan link.
== Notes ==
The color of the route lines represent the type of route built from each waypoint to the next. The colors are as follows:
* Blue
** Standard path to the next waypoint.
* Cyan
** The path to a triangulation waypoint. These are dynamically generated by NPCs when they detect objects in their path, in an attempt to navigate around the obstacle.
* Red
** The NPC will perform a jump from this waypoint to the next.
* Maroon
** The final path to the destination point.
== Usage ==
* npc_route
** This will toggle the route display for the NPC under your crosshair, if any.
* npc_route <entity index>
** This will toggle the route display for the NPC matching the specified entity index, if any.
* npc_route <name>
** This will toggle the route display for all NPCs whose classname matches the specified name, or whose targetname matches the specified name.
== See also ==
* ai_debug_nav, npc_go, ai_moveprobe_debug, developer.
Category:Debugging
Npc scanner on path

A prefab located in the Prefabs HL2 folder, containing a setup for a scripted movement of a Combine scanner.
This prefab contains the following:
* An npc_cscanner NPC template to be spawned.
* An npc_template_maker entity to spawn it.
* Three path_corner entities that will mark the path for the scanner to follow.
* An aiscripted_schedule entity that will make the scanner move to the first path_corner when spawned.
The prefab is started by sending a Spawn signal to the npc_template_maker from an external source.
Category:Prefabs
Npc select

The npc_select command is a debugging tool that allows you to select an NPC, or group of NPCs, for a variety of purposes. 
==Usage==
* 
** This will toggle selection of the NPC under your crosshair, if any.
* 
** This will toggle selection of the NPC matching the specified entity index, if any.
* 
** This will toggle selection of all NPCs who's classname matches the specified name, or whose targetname matches the specified name.
* 
** This will select all NPCs in the current map.
Many debugging systems display debug for currently selected NPCs only.
Common uses of selected NPCs via console commands are: 
* npc_go
** Tell all selected NPCs to move to the position you are currently looking at.
* npc_destroy_unselected
** Remove all NPCs that aren't currently selected.
==See also==
General AI
*ai_disable
*ent_text
*npc_go, npc_task_text, npc_destroy, npc_destroy_unselected, npc_kill, npc_enemies, npc_focus, npc_freeze, npc_squads, npc_viewcone
*npc_create, npc_create_equipment, npc_create_aimed
Navigation
*npc_route, npc_bipass
Node debugging
*ai_show_connect, ai_show_hull, ai_next_hull, ai_show_connect_jump, ai_show_connect_fly, ai_show_hints, ai_show_visibility
Category:Debugging
Npc sentry ceiling

They are first seen in the chapter Office Complex. They are the defense systems of Black Mesa, but they seem to attack anyone, including scientists, guards, headcrabs, and the player. The sentry turrets are seen to lower out of the ceiling, with yellow caution stripes around it. 
File:Blackmesa_ceilingsentry.jpeg|The sentry in-game.
==Material Filters==
sentry
Npc sniper

In games, this is a Combine soldier with an overwatch sniper rifle which uses blue laser sight, making it capable of extreme accuracy at extreme range.
In , this is a HECU marine with a sniper rifle which uses red laser sight.
The npc_sniper does not actually have its own model - rather, it uses a Combine soldier (or HECU marine in ) model in-game (if its Hidden flag is not set) playing its idle animation, with the rifle's laser coming from the center of the hull. Only explosions and burning damage can hurt the sniper.
The sniper doesn't turn on his sight until after he sees the player or an NPC within an acceptable range and angle, and will turn it off again after he is done. He will prioritize the player over any other target. If he loses track of the player, he will get frustrated and shoot three rounds at the area where the player was last seen, often targeting smaller prop_physics (like soda cans, melons, melon chunks, cinderblocks, ...) but not large prop_physics (like soda machines). He will then resume to targeting any other visible targets.
==Keyvalues==
==Flags==
 
 
 
 
 
==Inputs==
 
==Outputs==
==See also==
* 
S
Npc soldier assault

A prefab located in the Prefabs HL2 folder, containing a script setup that will handle an assault of a squad of four Combine soldiers.
This prefab contains the following:
* Four npc_combine_s NPC templates (numbered from 1 to 4), to be used as the assaulting squad.
* A point_template entity to spawn them.
* A logic_relay entity that when triggered will trigger the spawning and assault.
* An ai_goal_assault entity that will make the spawned soldiers proceed to their designated assault_rallypoints, and then proceed to their assault_assaultpoints as the assault commences.
* Four assault_rallypoint positions.
* Four assault_assaultpoint positions.
=== Fixing this prefab ===
This prefab doesn't work properly as-is because of the misuse of wildcards.
Locate the ai_goal_assault entity, and do the following:
# Change Rally Point Set from soldier_assault1_rally3* to soldier_assault1_rally*.
# Change Actor(s) to affect from soldier_assault1_soldier1* to soldier_assault1_soldier*.
Also, the "&i" tokens in the Squad Name value of the npc_soldier_s doesn't work, so if you intend to use multiple sets of this prefab in a map, you should change soldier_assault&i_squad to something different for each assault squad to prevent them from communicating visuals with each other.
Finally, remember that you do have to have something there in addition to what is in the prefab to trigger the logic_relay entity, or nothing at all will happen -- some sort of trigger or a logic_auto to trigger the logic_relay when the map loads. The soldiers won't do anything very interesting unless you set some info_node points to indicate possible paths for them, either.
Category:Prefabs
Npc spotlight

== Entity description ==
A spotlight that, if the target is in range, constantly aims at the target.
== Keyvalues ==
== Flags ==
* 1 : Start On
* 2 : No Dynamic Light
* 4 : Start rotation on
* 8 : Reverse Direction
* 16 : X Axis
* 32 : Y Axis
* 65536 : Start Track On
* 131072 : Start Light On
* 262144 : No Dynamic Light
* 524288 : Never Move
== Inputs ==
== Outputs ==
 
Category:Lighting
Npc stalker

thumb|300px|right
A Combine worker.
The product of extreme, brutal Synth engineering by the Combine, a Stalker is a human who has been drastically altered both physically and mentally. 
==Dedicated Console Variables==
;sk_stalker_health <int>
: A stalker's spawn health (Default: 50).
;sk_stalker_melee_dmg <int> 
: Melee damage (Default: 5).
== Keyvalues ==
:* 0 : Low
:* 1 : Medium
:* 2 : High
== Flags ==
== Inputs ==
== Outputs ==
S
Npc strider

Striders are the largest known creatures in the Combine arsenal. Simply parading a Strider down a street can be enough to give players a sense of unease, but they are unwieldy and should be used only after great care and consideration. A Strider on every street corner is a great way to destroy their effect!
A Strider has three forms of attack: its Pulse turret, which will slowly strafe across targets, its Warpspace cannon that will evaporate all dynamic entities it touches (but needs to be triggered by the mapper), and its legs, which in the right circumstances can stomp down on NPCs and 'impale' or skewer them.
A Strider is a Flying NPC that uses info_node_air_hint of type "Strider Node" for navigation. It can only move in straight lines between these entities (though it can turn freely).
It is also very large, and requires plenty of space in order to move around. They need at least 300 units to fit on the ground and around 540 to stand upright. Striders do not require open terrain however: their long legs allow them to cross over nearly anything up to a certain height. 
*Scanners can be used to extend a Strider's line of sight when properly flagged. Every time they take a photo, the location of the target NPC/player is transmitted to nearby Striders through an entity called , which they will then hate.
*In Episode One, Striders have a new attack. They're capable of firing much faster and accurately than they could in Half-Life 2. They are better at tracking the players movements as well.
==Dedicated Console Variables==
== Keyvalues ==
== Flags ==
* 65536 : Can Stomp Player 
== Inputs ==
 
 
 
 
 
== Outputs ==
S
Category:Flying NPCs
Npc template maker

It is used for spawning clones of particular template NPCs when triggered, either to provide enemies for an ambush or to replace killed enemies in a standoff-type situation. For a simpler version which doesn't use template entities, see the entity, or alternatively see the entity, which is more suited for spawning an entire squad into the appropriate positions.
For this to work, the target NPC must be marked as a template NPC. The easiest way to do this is to set the "Template NPC" spawnflag on the NPC.
== Keyvalues ==
:* 0 : Yes
:* 1 : No
:* 2 : Don't Care
:* 0 : Nearest
:* 1 : Farthest
:* 2 : Don't Care
== Flags ==
* 256 : Always use radius spawn
* 512 : Don't preload template models
== Inputs ==
== Outputs ==
== See also ==
* - Simpler version which doesn't use a template NPC entity.
* - Spawns NPCs (or other entities) in-place; can deal with up to sixteen different targetnames simultaneously, and multiple entities per targetname.
Category:NPCs
Npc turret ceiling

A Combine turret attached to the ceiling. 
Rarely used in Half-Life 2, this turret deploys from the ceiling. Not to be confused with its cousin npc_combine_camera, or its siblings npc_turret_ground and npc_turret_floor. It has 1000 health by default and perfect accuracy, intended to be used as an "insta-kill" punishment/deterrent. For examples of its use, see the tripwire laser room in d3_c17_10b or the ammo-less turrets at the beginning of ep1_c17_00.
: 
==Keyvalues==
==Flags==
* 16 : Efficient - Don't acquire enemies or avoid obstacles
* 32 : Autostart
* 64 : Start Inactive
* 128 : Fast Retire
* 256 : Out of Ammo
==Inputs==
==Outputs==
==See also==
*npc_combine_camera
T
Npc turret ceiling/fixes

contains various bugs. This is a list of many of these bugs and how to fix them.
== Looping engine sound lingering after death/removal ==
== No shooting sound ==
This is caused by a missing soundscript called NPC_CeilingTurret.ShotSounds. Just place the following text in a soundscript file (e.g. "npc_sounds_turret.txt") to make ceiling turrets use the shooting sounds used by all other turrets:
"NPC_CeilingTurret.ShotSounds"
{
	"channel"		"CHAN_WEAPON"
	"volume"		"VOL_NORM"
	"pitch"			"PITCH_NORM"
	"soundlevel"	"SNDLVL_GUNFIRE"
	"rndwave"
	{
		"wave"	"^npc/turret_floor/shoot1.wav"
		"wave"	"^npc/turret_floor/shoot2.wav"
		"wave"	"^npc/turret_floor/shoot3.wav"
	}
}
== Muzzle flash only plays once / no shot recoil ==
This is caused by the fact ceiling turrets don't reset their activity after playing their "shoot" animation. This means the turret is stuck at the end of its shooting activity while it's firing, which is also why the muzzle flash plays only once. To fix this, navigate to where the shooting activities are set in this part of CNPC_CeilingTurret::ActiveThink():
if ( m_spawnflags & SF_CEILING_TURRET_OUT_OF_AMMO )
{
	SetActivity( (Activity) ACT_CEILING_TURRET_DRYFIRE );
}
else
{
	SetActivity( (Activity) ACT_CEILING_TURRET_FIRE );
}
Place ResetActivity() right above the spawnflag check and the reset should allow the activity to play for each shot, therefore firing the muzzle flashes on each shot. The turret's barrel will also recoil when firing.
== Not firing at enemies directly underneath turret ==
This is caused by the ceiling turret's m_flFieldOfView being set to 0.0f, equivalent to 90 degrees. Actually, the turret's model is fully capable of rotating 360 degrees and lowering m_flFieldOfView, or at least making it mapper-modifiable through DEFINE_KEYFIELD, should expand the turret's vision to the point in which it could shoot downwards. Keep in mind this expands its horizontal FOV as well.
== Health is too high ==
In CNPC_CeilingTurret::Spawn(), you can find this:
m_iHealth		= 1000;
You can either adjust it to your own liking or change it to this to make the health modifiable by the "health" keyvalue in Hammer:
if (m_iHealth == 0)
	m_iHealth = 1000;
Category:Bug fixes
Npc turret floor

It is unstable and falls over easily, but cannot be destroyed. It scans a 120 degree area, and will lock on to and fire at a target until that target goes is out of range or can't be seen.
When knocked over, the turret will fire randomly for a few seconds then disable (much like the floor turret from Portal). However, unlike the Portal turret, it will switch on again after being placed upright.
== Playtips ==
*The player can pick up the turrets with +use key or with the Gravity Gun. While active, the turret will be hostile to zombies and . When held pointing away from player, will alert and take aim at enemies. 
*Turrets can be carried through doorways and sometimes through level changes. 
==Keyvalues==
==Flags==
==Inputs==
==Outputs==
== See also ==
* npc_turret_ceiling
* npc_turret_ground
* npc_combine_camera
T
Npc vehicledriver

==Entity description==
The NPC used to drive a target vehicle. 
* For an example, see the apc_on_path prefab.
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
Category:Vehicle Entities
V
== See also ==
*npc_apcdriver - derives from npc_vehicledriver, used to drive Combine APCs and fire from them.
*npc_cranedriver - used by NPC-operated cranes, such as the one in Highway 17.
Npc viewcone

A console command that will display NPC fields of view.
Two big red arrows will indicate the boundaries of the FOV (the horizontal boundaries of its viewcone), while a thinner yellow arrow indicates its Angle (where the NPC is facing).
This command takes an <npc_targetname> or an <npc_classname> as its argument. If no argument is specified, it picks the NPC that the player is looking at (through the crosshair !picker).
== See also ==
*NPC_FOV
*FOV
*Line of sight
*NPC_Sensing
*Talk:NPC_Sensing
Npc zombie (Source)

These "classic" zombies, being wonderfully slow and stupid, are best used in groups to swarm the player. While it is unlikely the player will view them as a real threat, they are a great way to add tension and benefit from working with other zombie types, such as the or the . Some Ravenholm areas use as many as 4-5 zombies at a time.
When advancing upon the player, zombies will knock small physics props that are blocking them at the player, with surprising force.
If the zombie's host body is sufficiently damaged, the controlling may detach and attack independently.
==Dedicated Console Variables==
== Keyvalues ==
==Flags==
==Inputs==
==Outputs==
Category:C++
== Replace zombie blood with human blood ==
In , go to line 279.
#ifdef HL2_EPISODIC
 SetBloodColor ( BLOOD_COLOR_ZOMBIE );
Modify it to look like this:
#ifdef HL2_EPISODIC
 SetBloodColor ( BLOOD_COLOR_RED );
== Remove headcrab from zombies ==
How to remove headcrab from zombies.
In look for void CZombie::Spawn( void ) then find this line.
m_fIsHeadless = false;
and simply change it to this
m_fIsHeadless = true;
Now open and change the HeadcrabRelease_t CNPC_BaseZombie::ShouldReleaseHeadcrab( const CTakeDamageInfo &info, float flDamageThreshold ) section to look like this:
//-----------------------------------------------------------------------------
// Purpose: A zombie has taken damage. Determine whether he release his headcrab.
// Output : YES, IMMEDIATE, or SCHEDULED (see HeadcrabRelease_t)
//-----------------------------------------------------------------------------
HeadcrabRelease_t CNPC_BaseZombie::ShouldReleaseHeadcrab( const CTakeDamageInfo &info, float flDamageThreshold )
{
	return ( m_iHealth <= 0 && m_fIsTorso && IsChopped( info ) ) ? RELEASE_RAGDOLL_SLICED_OFF : RELEASE_NO;
}
Alternatively, if you are using , replace the entity with a entity and set "Headcrabless" to true
== See also ==
* 
* 
* 
Z
Npc zombie prone

A prefab located in the Prefabs HL2 folder, containing a script setup that will handle a seemingly dead zombie rise from lying on the ground if the player approaches it.
This prefab contains the following:
* An npc_zombie NPC to be used.
* A scripted_sequence, with its Target NPC keyvalue set to the name of the zombie, that will animate the rise of the zombie.
* logic_relay entity that when triggered will kill the trigger and start the rising sequence
* A trigger_once brush that will trigger the relay.
Damaging the lying zombie will also trigger the sequence, but killing it will not.
The I/O traffic is a little more confusing than it has to be, so here is a simpler, optimized version that works just as well:
1. Delete the logic_relay.
2. Set up the Outputs of the npc_zombie like this:
3. Set up the Outputs of the trigger_once like this:
==See also==
* The npc_zombie_slump prefab - a prefab with the zombie starting out in a sitting pose.
Category:Prefabs
Npc zombie slump

This prefab works exactly as the npc_zombie_prone prefab, but with the zombie instead resting like it's slumped against something. Just having it slumped against thin air will make the pose look very unnatural, so you should provide something for it to rest against such as a wall or a barrel (preferably with motion disabled.)
== External Links ==
* Custom scene for Slump Rise
Category:Prefabs
Npc zombine

==Entity description==
This zombie variant is a Combine soldier that has been taken over by a Headcrab.
It will roam about aimlessly until it sees a hostile, at which point it will walk or sprint (or a mixture of both) into melee range, at some point possibly pulling out a live grenade and holding it over its head until detonation. The grenade can be shot out of the zombine's hand by the player, or pulled out with the Gravity Gun.
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
Z
Category:Half-Life 2: Episode Two Entities
Nuclear Dawn

is the first game to offer a full FPS and RTS experience without crippling or diluting either side of the game.
Play as a soldier in a war-torn post-apocalyptic landscape, modelled on modern cities, and take the fight to your enemies as armoured, assault or stealth infantry, using various weapons and loadouts to accomplish your objectives. The first person shooter action in Nuclear Dawn is hard, fast and unforgiving, with weapons that rely on skill and tactics more than on twitch reflexes and map memorization.
Learn your roles, the strengths and weaknesses of each class, and use them to their fullest to lay waste to your enemies, in specially designed environments that force you to exploit terrain and cover to stand a chance in tomorrow's war.
Then, take Nuclear Dawn above the action, and play as the commander. Organize your fellow players in squads, and assign them to tactical objectives. Plan the resource routes for your army, and production of your structures for forward deployment.
Exploit the terrain and resource point locations to block your enemies’ tactical advance, and crush their plans in an iron fist. Research and implement new technology to give your soldiers the edge on the battlefield, and set up forward bases to lead the assault on your enemies, with full defensive and offensive structures to choose from and upgrade to build your perfect fortress.
*Two factions: The Empire and the Consortium have completely separate base-building paradigms.
*RTS commander: Produce structures, research advanced technologies, unleash devastating strikes on the enemy, and lead your team to victory as a RTS commander.
*Four classes: Each faction has four classes with various kit load outs, totalling over three dozen weapons.
*Squad up: Squad-based 32 player full warfare battle mode.
*Six maps: Travel across the largest, most detailed maps built in Source multiplayer to date.
*Advanced Weaponry: As a commander, judiciously dispense healing to your troops, and death to their enemies, by managing your advanced abilities.
*Stats and Unlocks: 60 ranks, 12 unlocks for each weapon, achievements, gizmos and more.
*SDK: Nuclear Dawn Software Development Kit will be available for the community to be able to create custom maps, etc.
*Source Powered: Based on the L4D2 engine and modified to bring you the ultimate online battle experience.
*Steam Powered: Available for both Mac and PC through Steamplay with Steam Cloud support.
== More information ==
* Official Website
* Facebook Fanpage
* Steam Store page
Category:Third Party Source Engine Games
Category:Left 4 Dead engine branch games
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OB Editor Known Issues

Please try to use Bugzilla before adding to this page! (It's a much better way of handling bugs for obvious reasons.)
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==Issues as of 6-9-08 ==
*Editor crashes when pressing ~ to open the Console. This is fixed by changing to game mode, but crashes when in Tool Mode.
*When Opening the Console in Game mode, a large list of errors appear:
 ut Random
 Didn't find particle function Movement Dampen Relative to Control Point
 Didn't find particle function Radius Scale
 Didn't find particle function Alpha Fade In Random
 Didn't find particle function Lifetime Random
 Didn't find particle function Position Along Path Sequential
 Didn't find particle function Remap Noise to Scalar
 Didn't find particle function Color Random
 Didn't find particle function Movement Basic
 Didn't find particle function Movement Dampen Relative to Control Point
This can be caused by maybe the current scene.
*Crashes when saving and testing a new particle effect.
*Commentary Editor crashes on saving a *_commentary.txt file.
OGLE the OpenGLExtractor

OGLE is a rather amazing 3d tool that can extract shapes from 3d scenes being rendered on a computer screen.
Here is a description from the OGLE website...
:OGLE (i.e. OpenGLExtractor) is a software package by Eyebeam R&D that allows for the capture and re-use of 3D geometry data from 3D graphics applications running on Microsoft Windows. It works by observing the data flowing between 3D applications and the system's OpenGL library, and recording that data in a standard 3D file format. In other words, a 'screen grab' or 'view source' operation for 3D data.
:The primary motivation for developing OGLE is to make available for re-use the 3D forms we see and interact with in our favorite 3D applications. Video gamers have a certain love affair with characters from their favorite games; animators may wish to reuse environments or objects from other applications or animations which don't provide data-level access; architects could use this to bring 3D forms into their proposals and renderings; and digital fabrication technologies make it possible to automatically instantiate 3D objects in the real world.
Category:Third Party Tools
ON/OFF Lever

Creating an On/Off lever in is simple. Some of the steps are similar to the Pipe Valve tutorial, with only some minor things to change.
== Introduction ==
First of all, we're going to create a with the name door1
Later, we're gonna make the base. For that we create a with the world model 
Later, we create on a prop_dynamic with the world model faf_lever_handle.mdl, this will act as our lever/crank.
Until done, we add a func_door_rotating with the name "button" and the INVISIBLE texture, this will make the prop_dynamic move.
We create a new output, in this case, the OnOpen. Then add the name of the door (door1) and set as value Unlock
In the lever/crank (prop_dynamic), we're gonna add as a parent the func_door_rotating with the name "button"