nyuuzyou/wikis huggingface dataset:
Suppression Device

The Suppression Device is a machine used in war-torn City 17 to obliterate nearly anything. Only one is ever seen, on the top of the Nexus Building.
It shoots a ray of energy(?) powerful enough to kill humans instantly. Luckily, Gordon is quite well-armored and can survive a number of hits. The device attempts to aim ahead of moving targets due to a small delay between firing and impact time.
The device can be deactivated by disconnecting multiple power sources. It's not clear if the device is operated manually or automatically.
==See also==
*, the entity used to create one.
Category:Half-Life Continuity
Surf

Surfing is a exploit of a quirk in hull collision detection, inherited by and , where the player can slide on sloped surfaces, allowing them to gain speed and fling themselves given the right circumstances.
== How it works ==
To surf, the player gets onto a slope and strafes into it, which will make them start sliding forward. During this, the player can move their camera up or down to control how fast or slow they gain speed, and depending on the size of the slope, may be able to fling themselves off by moving the mouse correctly.
Only certain slopes are viable to surf off of, as it needs to not be too steep or shallow to really work. Most typical maps not don't include many places that work, if at all, and if there is it usually isn't intended.
Rotated instances will not be correctly surfable, due to not creating axis-aligned brushside "bevels" for angled QPhysics geometry. 
== Gamemode ==
Some servers, particularly in and , will run a gamemode called, Surf ( even having a section in it's server browser for it.)
These servers host maps designed as courses to play through, most consisting of a series of floating triangular sections with some sort of theme. The course will usually get progressively harder as the player goes through it, with placement, distance and other obstacles placed to make a section harder or easier.
== Pixelsurf ==
A pixelsurf is a unintended bug mostly used in . It's defined mostly by the fact that the area to do it is very small, can be done in any map where two separate sections of a wall meet, along with some other areas (one of the easiest ones to do being against the fence in CT Spawn of de_nuke, although it doesn't really accomplish much.)
These can be very hard to find and perform, as there's very little room to work with and can be easy to miss or fall off of.
== See also ==
* Bunnyhopping
== External links ==
* 3kliksphilip video about pixelsurfs
* The Absolutely Bizarre World of Slopes in Quake by Quake Speedruns Explained on Youtube
SurfaceGGX

It was first introduced in Day of Infamy and back ported to Insurgency. It supports PBR.
== Supported Parameters ==
;
;
;
;
;
;
=== Metalness Parameters ===
;
;
=== Specular/Gloss Parameters ===
;
;
=== Misc. Parameters ===
;
;
;
;
;
== Configuring the masks ==
=== $phongexponenttexture ===
The RGB channels of $phongexponenttexture is configured as follows:
Channel	Data
Red 	Glossiness (roughness inverted)
Green 	Metalness inverted
Blue 	Sub-surface scattering mask
$metal must be set to 1 in order to use the green channel.
=== $masks ===
The RGB and alpha channels of $masks is configured as follows:
Channel	Data
RGB 	Specular tint
Alpha 	Glossiness
$pbr must be enabled to make use of $masks.
== See also ==
*, similar shader used for brushes and displacements.
Survivor bot

==NetProps==
==ConVars==
==ConCommands==
==Actions==
* L4D1SurvivorBehavior
* L4D1SurvivorLegsBattleStations
* L4D1SurvivorMinigunAttack
:: survivors spawned from info_l4d1_survivor_spawn if sb_l4d1_survivor_behavior cvar is 1 
* SurvivorApproachMinigun
* SurvivorAttack
* SurvivorAttractAndGiveItem
* SurvivorAttractForItemGive
* SurvivorBehavior
* SurvivorCheckpointLeaving
* SurvivorCheckpointReached
* SurvivorCloseDoor
* SurvivorDebugApproach
* SurvivorDispatchEnemy
* SurvivorElevatorEnter
* SurvivorElevatorRide
* SurvivorEngageTheEnemy
* SurvivorEscapeFlames
* SurvivorEscapeLadderAmbush
* SurvivorEscapeSpit
* SurvivorFinale
* SurvivorFinaleBattle
* SurvivorFinaleEscapeToVehicle
* SurvivorFinaleInitiate
* SurvivorFinalePreparation
* SurvivorFinaleRideVehicleAway
* SurvivorGiveItem
* SurvivorHealFriend
* SurvivorHealSelf
* SurvivorHelpChokingFriend
* SurvivorHelpPouncedFriend
* SurvivorLegsApproach
* SurvivorLegsApproachElevator
* SurvivorLegsBattleStations
* SurvivorLegsCoverFriendInCombat
* SurvivorLegsCoverOrphan
* SurvivorLegsEnterRescueVehicle
* SurvivorLegsMeetRescueVehicleArrival
* SurvivorLegsMoveOn
* SurvivorLegsMoveToVantagePoint
* SurvivorLegsMoveUp
* SurvivorLegsRegroup
* SurvivorLegsRetreat
* SurvivorLegsStayClose
* SurvivorLegsWait
* SurvivorLiberateBesiegedFriend
* SurvivorReactToTongueGrab
* SurvivorReactToVomitOnFriend
* SurvivorReactToVomitOnMe
* SurvivorTakePills
* SurvivorTankAttacking
* SurvivorWitchAttacking
* SurvivorUseObject
:: ⮤SurvivorAmbushBoomer
:: ⮤SurvivorCollectObject
:: ⮤SurvivorDislodgeVictim
:: ⮤SurvivorGivePillsToFriend
:: ⮤SurvivorRescueBarricadedFriend
:: ⮤SurvivorReviveFriend
==See also==
* NextBot
* player
* spitter
* smoker
* jockey
* charger
* hunter
* boomer
* tank
Suspended Object Trap

====Introduction====
This tutorial explains the process of creating a trap consisting of a heavy object suspended by a dynamic rope which can then be triggered to fall with devastating effect. This is an advanced tutorial covering entity creation, parenting, I/O configuration, keyframe editing, and flag manipulation. Overall completion time is estimated at 45 minutes to 1 hour.
The Source Hammer editor does not allow a user to directly attach an object to a rope. However, there is a workaround. The basic idea involves parenting the end of a rope to a secondary entity. This secondary entity is then used in conjunction with a few physics entities that measure the movement of the secondary entity and translate its movements back to the rope. We'll also be creating a trigger that will break the rope when it gets damaged causing the previously suspended object to crash down! Sounds complicated but don't worry, it'll make sense once it's done. Let's get started!
====Entity Creation====
Create the following entities:
*A ,
*a ,
*a ,
*a (required due to this problem),
*a or a ,
*a ,
*a brush with the same or as-near-as-possible dimensions of the / , tied (Ctrl+T) to a entity.
====Entity Placement====
Place the following entities or brushes:
*Place the to where you'd like to anchor the rope. 
*Place the / to where you'd like the object to hang from.
**This tutorial will be using a prop instead of a physbox, but both can be used. 
*Place the to where you'd like to anchor the rope to the or .
**Hint: Just inside the surface of the prop or brush works best.
**Remember your physics: once in game, the center of gravity of the prop and the anchor point will interact and your prop will reach a balance point accordingly. 
*Place the in the exact same location of the and drag the lengthconstraint's small white circle to the center of the .
*Place the in the exact same location of the .
*Place the off to the side for easy access. 
*Place the in the same location as the / .
====Entity Properties Configuration====
=====Naming=====
Naming your entities is arbitrary - you can choose what names you want. For the purposes of this tutorial the nomenclature is:
* : dynamic01_move_rope
* : dynamic01_keyframe_rope
* : dynamic01_phys_lengthconstraint
* : dynamic01_env_spark
* / : dynamic01_prop_physics_override
* : dynamic01_logic_measuremovement
* : dynamic01_func_button
As you can see, each entity has the prefix dynamicXX, followed by a descriptive suffix. This is a useful naming system when you have several dynamic systems and need to keep them separate.
=====Keyvalues for Rope Workaround=====
Here comes the tricky part where most errors are made. 
Set the keyvalues of the entities like this:
=====Trap Trigger Creation=====
Time to change the func_button. First, texture it in inivs and then change its keyvalues like this:
Now change its flags like this:
...and finally give it the following outputs:
Category:Level Design
Sv/SDK Docs

·  · 
Hur du skapar en mod i 
Banor, en av grundstenarna i Source, lär dig allt om hur du skapar egna här
En mods skruv och mutter, programmering gör skillnaden
Scripting can be used for adding new functionality or logic to .
Allt du behöver veta för att skapa i Source
 och används för att skapa i Source
Dokumentation om systemet bakom Source mjukvaruljud.
Effekter som rök, gnistor, blod och eld skapas med 
AI controls the behavior of all but the simplest of actions
Gör dina karaktärer mer levande med styrkan i Sources 
Create movies inside the 
Steg-för-steg-guider på en mängd olika ämnen
Fördjupad diskussion av Source funktioner
Förklaringarna till termer som du kan stöta
Official tools made by for their games
Tredjepartsverktyg ej utvecklade av Valve
The is the backbone of most levels in Source-based games/mods.
Category:Source Category:Entry pages
Sv cheats

This boolean cvar enables/disables cheats on the server. In most games, enabling cheats will disable achievements.
It also gives you access to commmands that would normally be abused or misused by players. When building maps, you may want this as a startup command.
==See also==
Below are some typical cheats which gamers may find useful. Developers may also find these useful for bug testings and specific testing on in-game worlds.
* - "God Mode": Player becomes invincible. Type again to turn off.
* - Equip the player with a full loadout of equipment, or gives player max money amount ($16000) in all Counter-Strike games.
* - Remove an entity.
* - Give the player the item, weapon, entity or asset stated.
* - Toggle the player collision with the environment and other objects. Allows the player to fly through walls, etc. Type again to turn off.
* - Toggle NPC detection of the player. The player will still activate trigger entities, etc. Type again to turn off.
Category:Dedicated Server
Sv downloadurl

sv_downloadurl is a cvar indicating the location of a FastDL server, to allow both SRCDS and HLDS to get content from the server to the client faster. By default the download limit is capped in Garrysmod at 20kb/s. So to get content to clients faster, sv_downloadurl which allows the client to download files at high speeds using HTTP.
== Requirements ==
An HTTP server with adequate disk space for your downloadable content is all you need to set up a download server.
== Configuring ==
The contents and folder hierarchy of the game server to be downloaded via HTTP need to copied to an HTTP server starting from the root of the game (e.g copy /cstrike/maps/... from the game server to /cstrike/maps/... on the HTTP server).
Set sv_svdownloadurl to the appropriate value and ensure sv_allowdownload and sv_allowupload are both set to '1'. The recommended location for these cvars is the server.cfg file.
sv_downloadurl "http://example.com/cstrike/"
sv_allowdownload 1
sv_allowupload 1
== Compression ==
To make your downloads faster and to use less disk space on your download server, you can compress your downloadable files using bzip2. This works for Source games only.
== External links ==
* SRCDS Forums — A more detailed guide.
Category:Dedicated Server
Sv portal placement never bump

It causes Portals to always place where your crosshair is, and never make room for other portals.
== Values ==
When set to "1" it will have the effects described above.
When set to "0" it will not have any effects and the game will play as normal (Portals will always move over/not place if another portal is in the way).
When set to "2" or greater, it will have the same effects as setting it to "1". (Or at least not have any noticeable effect).
== Cheat Protection ==
sv_portal_placement_never_bump is a cheat-protected CVar and sv_cheats must be set to "1" to change the value of this CVar.
Sv pushaway clientside size

This console variable is used to differentiate between which props should be made on the server and which props should be made on the client. If an object does not have "Force server-side" on, and its oriented bounding box's volume is less than the cubic volume with the side length of sv_pushaway_clientside_size, it will be created on the client, rather than the server. Remember that servers can set their own value for the variable, so even if a physics object is huge and is an important part of the gameplay, it should be marked as "Force server-side."
Sv region

This console variable is queried by the server browser to determine what part of the world the server is in.
This cvar might be deprecated, it has been removed from the HLDS (but still exists in SRCDS) and the Steam server browser doesn't have an option to select a region any more. (Though the in-game server browser might still have this option.)
Value	Location
0 	US - East
1 	US - West
2 	South America
3 	Europe
4 	Asia
5 	Australia
6 	Middle East
7 	Africa
255 	World (default)
Please note:
* If sv_region is set to a specific region (0 to 7) then the server will be listed if this region or "<All>" is selected in the Steam server browser's location filter.
* If sv_region is set to anything else then the server will only be listed if "<All>" is selected in the Steam server browser's location filter.
Sv standable normal

sv_standable_normal and sv_walkable_normal are cheat protected console variables in that determine how steep of a slope the player can stand and walk on. These should usually be set to the same value.
The default value for both is 0.7. Lower values make players be able to stand or walk on steeper slopes.
For sv_standable_normal, values ≤ 0 make any slope standable, meanwhile values > 1 cause the player to always slide or surf even on flat surfaces, and disables jumping. If set to 1, players can only stand on completely flat surfaces (parallel to the xy-plane).
Similar rules apply to sv_walkable_normal, however, completely flat surfaces are always walkable (if they are standable).
Note that only standable surfaces can be walkable at all. Setting sv_walkable_normal to a lower value than sv_standable_normal has the same effect as setting them to the same value.
In addition, even if a shallow slope is not walkable, players might be able to slide up it.
==Lookup Table==
sv_standable_normal	Traversable Slope Angle
0.9 	≤ 25.842°
0.8 	≤ 36.870°
0.7 	≤ 45.573°
0.6 	≤ 53.130°
0.5 	≤ 60°
0.4 	≤ 66.420°
0.3 	≤ 72.535°
0.2 	≤ 78.464°
0.1 	≤ 84.268°
cos(x) 	≤ x
==See also==
*CS:GO Mapper's Reference
Category:Counter-Strike: Global Offensive Console Variables
Sv tags

This was introduced as of the 1.0.2.0 update on Feb 28, 2008.
 Added "Custom" tab to the server browser
 * Servers can now specify metatags describing the custom rules they've adopted
 * Players can use tag filtering to find servers running the custom rules they want to play
 * Added options for servers who want to become custom games: Disable critical hits
 * tf_weapon_criticals), eliminate respawn times
 (mp_disable_respawn_times), and raise maxplayers above 24
Note: Since the introduction of the sv_tags cvar, the custom tab has been removed from the server browser, thus adding custom tags using the sv_tags cvar will no longer cause a server to be added to the custom tab or removed from the internet tab.
=Usage=
Custom server tags can be added by supplying the sv_tags cvar with a comma-delimited list of tags:
 sv_tags "tag1,tag2,tag3"
Providing a value for the sv_tags cvar will result in the value being appended to the automatically set tags. For example if you set sv_tags to "foo" and you have alltalk on, the server tags will be displayed as "alltalk,foo".
=List of tags=
This is a list of the official tags, but servers are allowed to use additional tags.
tag 	cvar 	quickplay eligible	Explanation
alltalk 	sv_alltalk 1 	Yes 	Voice chats are not team specific
bots 	N/A 	Yes 	Serverside bots are used (both tf_Bot and bot)
birthday 	tf_birthday 1 	 	Birthday mode, birthday themed gibs as well as the birthday ball
fadetoblack 	mp_fadetoblack 1 	 	Dead players will have their screen faded to black instead of spectating
friendlyfire 	mp_friendlyfire 1 	No 	Teammates can hurt each other
gravity 	sv_gravity not equal to 800 	No 	Lower or higher gravity than normal
highlander 	mp_highlander 1 	No 	Teams are limited to only one player per class
increased_maxplayers	maxplayers > 24 	Gradual penality 	More players than the valve recommended maximum
nocrits 	tf_weapon_criticals 0 	No 	Weapons do not crit
nodmgspread 	tf_damage_disablespread 1 	No 	Weapon damage is not randomized
noquickplay 	tf_server_identity_disable_quickplay 1	No 	No quickplay users allowed
norespawntime 	mp_disable_respawn_times 1 	No 	Respawn waves are disabled
replays 	replay_enable 1 	Yes 	The server supports replays
_registered 	Multiple 	Mandatory 	The server is registered with Valve
respawntimes 	mp_respawnwavetime not equal to 10.0 	No 	
suddendeath 	mp_stalemate_enable 1 	Yes 	Heavy boxing occurs instead of stalemates
mvm 	N/A 	Separate pool 	Mann vs Machine mode
=Bugs=
* If you set mp_respawnwavetime to 10, you will still get the tag. It must be 10.0.
* tv_enable 1 will also cause increased_maxplayers to activate, even if maxplayers is set to 4. As soon as the bot joins, you get the tag.
Sven Co-op.fgd/func vehicle custom.fgd

From: \common\Sven Co-op\svencoop\scripts\maps\fgd\func_vehicle_custom.fgd
@SolidClass base(Targetname, RenderFields, Angles) = func_vehicle_custom : "Drivable Vehicles" 
[
	spawnflags(flags) = 
	[
		1 : "No default controls" : 0
	]
	
	target(target_destination) : "First stop target"
	sounds(choices) : "Sound" : 1 =
	[
		0: "None"
		1: "Car 1"
		2: "Car 2"
		3: "Truck 1"
		4: "Truck 2"
		5: "Boat 1"
		6: "Boat 2"
	]
	length(integer) : "Length of the vehicle" : 256
	width(integer) : "Width of the vehicle" : 128
	height(integer) : "Height above track" : 16
	startspeed(integer) : "Initial speed" : 0
	speed(integer) : "Speed (units per second)" : 64
	acceleration(integer) : "Acceleration (1-10)" : 5
	dmg(integer) : "Damage on crush" : 0
	volume(integer) : "Volume (10 = loudest)" : 10
	bank(string) : "Bank angle on turns" : "0"
	_minlight(string) : "Minimum light level"
]
@SolidClass = func_vehiclecontrols : "Vehicle Controls"
[
	spawnflags(flags) =
	[
		1 : "RC control" : 0
	]
	
	target(target_destination) : "Vehicle Name"
]
Category:FGD
Sven Co-op.fgd/stadium4.fgd

From: \common\Sven Co-op\svencoop\scripts\maps\stadium4\stadium4.fgd
@PointClass base(Targetname, Targetx) color(138 140 138) = game_monstercounter : "Counts number of monsters and stores the value"
[
	monsterclass(string) : "Monster Classname"
	alive_or_dead(choices) : "Filter Vital Signs" : 0 =
	[
		0: "Ignore"
		1: "Living only"
		2: "Dead only"
	]
	is_player_ally(choices) : "Filter Enemies" : 0 =
	[
		0: "Ignore"
		1: "Allies only"
		2: "Enemies only"
	]
	restartdelay(string) : "Delay Before Restart" : "1.0"
	weaponfilter(string) : "Weapon Filter"
]
@PointClass base(Targetname) color(200 50 0) = trigger_random_position : "Sets a random origin on a target entity"
[
	xtolerance(string) : "X Tolerance" : "0"
	ytolerance(string) : "Y Tolerance" : "0"
	ztolerance(string) : "Z Tolerance" : "0"
	random_angles(choices) : "Random Angles?" : 0 =
	[
		0: "No"
		1: "Yes"
	]
	targetent(string) : "Target Entity"
	trigger_after_move(string) : "Trigger After Move"
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) color(255 255 255) = env_te_teleport : "Quake 1 Teleport Splash Effect" []
Category:FGD
Sven Co-op.fgd/th escape.fgd

From: \common\Sven Co-op\svencoop\scripts\maps\th_escape\th_escape.fgd
@SolidClass base(Targetname, Target) = trigger_playercheck : "Trigger Player Check"
[
	spawnflags(Flags) =
	[
		1 : "Start Off" : 0
	]
	mode(choices) : "Comparator" : 0 =
	[
		0: "> (Greater)"
		1: "< (Less)"
		2: "== (Equal)"
	]
	threshold(integer) : "Threshold" : 0
	master(string) : "Master"
	interval(string) : "Check-interval (seconds)" : "0.5"
]
Category:FGD
Sven Co-op SDK

The is the set of tools needed to create content for . It can be located on Steam library > Tools.
==Downloading and Installation==
To install :
#Open your Steam library (or to download)
#In the drop-down menu that says Games by default, check Tools if it isn't already.
#Double-click on the Sven Co-op SDK entry.
The Sven Co-op SDK will download to your computer via Steam. Once installed, launching Sven Co-op SDK will gave you option to view manuals, launch Svencraft, Hammer 3.5 (classic), or configure WAD for Hammer.
== What's included? ==
* - map editor, based on Hammer 3.4.
** 
* SCHLT tools
** Some tools (such as map compilers) are available in 32-bit, 64-bit and 64-bit AVX2.
** RESGen
** Ripent
** SC-CSG
** SC-BSP
** SC-VIS
** SC-RAD
* Example maps
* 
* Sprgen
Svencraft

is a modified version of for . Svencraft comes in Sven Co-op SDK, which also includes stock .
== Features ==
* Theming engine
* Some windows like Textures, Filter Control, New Objects and Messages can be minimized into tabs
* Instead of the black void it shows a cyan void.
* Object properties now has 3 angle pickers
* Smart Edit button in the Object properties is now a checkbox
* is now an animated HEV suit character.
* Messages window now shows when a map is opened
== Bugs & Crashes ==
* 
== Media ==
Svencraft tabs.png|Some Svencraft interface can be minimized into tabs.
Svencraft theming1.png|Office 2007 - Blue theme.
Svencraft theming2.png|Office 2003 theme.
Svencraft theming3.png|Visual Studio 2005 theme.
Svencraft options.png|Svencraft options
Svencraft map.png|Svencraft with a map opened
== See also ==
* , level editor for 
* , level editor for 
* , the game that Svencraft is made for.
* , a engine branch
* 
* 
== External links ==
* Sven Co-op Wiki
* Svencraft on Gamebanana
Category:Sven Co-op
Category:GoldSrc_Tools
Svengine

is a third-party, modified version of using licensed code, introduced with version 5.0 of . It has enhancements such as increased engine limits (allowing for larger and more complex levels) and Hor+ FOV support.
==Features==
===Added ===
Feature list from the Sven Co-op official website
*Engine
**New game and server launchers for improved functionality.
**Increased limits for various engine core parameters, such as base decals, beams, dynamic lights, edicts, frame rate, heap memory size, models, sounds, and more.
**Increased limits for map-related parameters, such as brushes, leafs, models, nodes, planes, textures, world size, and more.
**Enhanced networking changes, including IPv6 support, increased network rate, datagram length, entities per packet, user message size, and more.
**Various engine settings and log improvements.
**AngelScript scripting engine
*Tools
**Custom fork of ZHLT 3.4 map compiler tools designed specifically for this particular branch. Based on Vluzacn's fork (build 34) and compatible with both 32-bit and 64-bit platforms.
===Removed===
* Software renderer support
==Specifications==
== Media ==
			
==Availability==
* 
==External links==
*Svengine in the Sven Co-op Wiki
*Sven Co-op - the official website
Category:Sven Co-op
Category:Third-Party Engine Branches
Swarm

Swarm is how multiplayer HL should have been, Xen Vs Human. Xen classes include: Gargantua (full size), Alien Grunt, Controller, Slave and Headcrab (who can transform to a Zombie). Human classes include: Grunt, Commander, Scientist, Female Assassin and Barney. Two Races, One Universe, Zero Tolerance! SOON: Easy install via Vapour.
== External links ==
* Swarm - the official website.
* 
Category:Multiplayer Mods