nyuuzyou/wikis huggingface dataset:
Weapon stunstick

thumb|65px|right
==Entity description==
A Combine beating stick with a zappy end. When picked up in singleplayer, it supplies power to the HEV suit (much like a battery). Combine players spawn with a stunstick in Half-Life 2 Deathmatch whereas Resistance players spawn with a crowbar, but both teams can use the other weapon if picked up. It can be used in the Entropy : Zero series as a melee weapon, and has a right-click charge attack.
Before it is picked up, the stunstick also follows all physics rules as if it were a prop_physics.
Category:Half-Life 2 Entities
S
Weapon taser

The Zeus x27 is a taser that instantly kills a player within 193 units. It has only one 1 round in the chamber and none in reserve. In CSGO, this gun is automatically dropped after one use, however in CS2 this gun can be reused after a 30 second charge.
==Related Console Commands==
ConVar 	Default	Description
mp_death_drop_taser 	1 	Determines whether or not players drop their taser on death.
mp_taser_recharge_time	-1, 30 	The time in seconds until the taser can shoot again after its shot. Doesn't recharge if set to a negative value.
mp_weapons_allow_zeus 	2 	Determines how many Zeus purchases a player can make per round. Negative values disable the limit.
Weapon tripmine (GoldSrc)

These trip mines can be attached to static surfaces, and project a light-blue laser beam acting as a tripwire. If the beam is interrupted, the mine detonates in an explosion as powerful as a Satchel Charge. The player can carry up to 5 trip mines.
==Key Values==
==Flags==
==Gallery==
File:V_tripmine_goldsrc_hd.png|Viewmodel from the HD Pack.
File:P_tripmine_goldsrc.png|Worldmodel.
File:P_tripmine_goldsrc_hd.png|Ditto, HD Pack.
Category:Half-LifeWt
Weapon zone repulsor

== Entity Description==
The Zone Repulsor Device was used for the second mission of Valve's map coop_kabash. It also works in .
This entity temporarily repulses (denies, erases) the Danger Zone in a sphere with a certain radius around this entity, creating a safe area for players.
This entity can be picked up by one player by ing it for 1 second. When picked up, it becomes their active weapon and as soon as they switch to another weapon, this entity is dropped. This means that the carrier of this entity is vulnerable as they cannot shoot.
Z
Weapons on Spawn

This is a copy and paste tutorial that will allow you to give a player weapons on spawn.
This has been tested with Source 2007 Single Player (Orange Box). This may work in Source 2006 Single Player (Episode 1). This tutorial does NOT apply to multiplayer mods since the player already spawns with weapons (see hl2mp_player.cpp for more information).
== Requirements ==
*Source 2007 Single Player (Orange Box), Source 2006 Single Player (Episode 1) OR Source 2013 Single Player (Steampipe)
== Implementing ==
Open up player.cpp in your server project and find this line:
ConVar player_debug_print_damage( "player_debug_print_damage", "0", FCVAR_CHEAT, "When true, print amount and type of all damage received by player to console." );
Under it add:
ConVar	sk_player_weapons( "sk_player_weapons","0" );
Then find:
void CBasePlayer::Spawn( void )
And add this at the end of it:
if (sk_player_weapons.GetBool())
{
	// Give the player everything!
	GiveAmmo( 255,	"Pistol");
	GiveAmmo( 255,	"AR2");
	GiveAmmo( 255,	"SMG1");
	GiveAmmo( 255,	"Buckshot");
	GiveAmmo( 32,	"357" );
	//#ifdef HL2_EPISODIC
	//GiveAmmo( 5,	"Hopwire" );
	//#endif		
	GiveNamedItem( "weapon_smg1" );
	GiveNamedItem( "weapon_crowbar" );
	GiveNamedItem( "weapon_pistol" );
	GiveNamedItem( "weapon_ar2" );
	GiveNamedItem( "weapon_shotgun" );
	GiveNamedItem( "weapon_357" );	
}
Here's all weapons and all ammo types (from line 6055 in player.cpp)
		GiveAmmo( 255,	"Pistol");
		GiveAmmo( 255,	"AR2");
		GiveAmmo( 5,	"AR2AltFire");
		GiveAmmo( 255,	"SMG1");
		GiveAmmo( 255,	"Buckshot");
		GiveAmmo( 3,	"smg1_grenade");
		GiveAmmo( 3,	"rpg_round");
		GiveAmmo( 5,	"grenade");
		GiveAmmo( 32,	"357" );
		GiveAmmo( 16,	"XBowBolt" );
		
		GiveNamedItem( "weapon_smg1" );
		GiveNamedItem( "weapon_frag" );
		GiveNamedItem( "weapon_crowbar" );
		GiveNamedItem( "weapon_pistol" );
		GiveNamedItem( "weapon_ar2" );
		GiveNamedItem( "weapon_shotgun" );
		GiveNamedItem( "weapon_physcannon" );
		GiveNamedItem( "weapon_bugbait" );
		GiveNamedItem( "weapon_rpg" );
		GiveNamedItem( "weapon_357" );
		GiveNamedItem( "weapon_crossbow" );
Of course, you can include custom weapons you made for your mod as well.
Category: Tutorials
WebM

WebM (file extension .webm) is a video file format developed by , based upon the (MKV) container format. WebM was originally designed to be used on webpages to save bandwidth, but it also has some benefits when it comes to video games and many other applications.
In Source and Source 2 games, WebM is being used in and as menu backgrounds. And in (since 2024 engine update), aswell as (25th anniversary), for Valve intro during startup.
The biggest benefit of WebM over Bink (or AVI) for games is that of file size; a WebM video will be significantly smaller than that of a similar-quality Bink file as WebM has better compression than Bink. For example, the installation size of decreased by 5.7 GB when switching its FMV cutscenes from Bink to WebM. Furthermore, WebM is much more common and easier to make than the Bink file format, as Bink requires the RAD Video Tools software that only takes AVI files (MP4 initially required QuickTime until the requirement was eventually removed as QuickTime for Windows is no longer supported by Apple), and may fail to convert MP4 to BIK (with "Unable to open file" error) on some systems.
WebM is supported in the following games, engines, and engine branches:
 	Video codecs	Video codecs	Video codecs	Audio codecs	Audio codecs
Implementation 	VP8 	VP9 	AV1 	Vorbis 	Opus
( tested) 	 	 	 	 	
(since 25th anniversary update; intro video only)	 	 	 	 	
(since 2018 Panorama update) 	 	 	 	 	
(since April 18, 2024/64-bit update) 	 	 	 	 	
 	 	 	 	 	
WebM Video Services for (used by ) 	 	 	 	 	
:*Audio is read, but muted. is used instead.
:**Audio is read, but muted. If the video was unable to play due to incompatible codecs or other codecs issue, then part of the intro sounds (, which is played separately) will not play or likely be played in lower volume.
:***Sometimes audio plays in slower speed and lower pitch.
To convert a 1080p MP4 file to a WebM that will reliably play in the the above games and have reasonable quality and encoding speed, use the following script:
* To increase audio quality, increase .
* To increase video quality, reduce . Lower values may be necessary for higher and lower resolutions to reduce macroblocking artefacts.
== External links==
*
Category:File formats
Category:Valve Open Source
Weekday Warrior

== Overview ==
 Weekday Warrior is a Half-Life 2 mod made in the vein of the old-school adventure games we all came to know and love. Weekday Warrior was designed from the ground up to have all the fun of classic adventure games with none of the frustration.
This game is the result of a six month project developed by students at the Guildhall at SMU. The team started development on January 2006 and finished June 7, 2006.
== Story ==
Set inside a modern corporate office environment the player takes on the persona of Doug Smith, a very bored man with the untapped potential for greatness. Because of Doug’s status as a corporate drone, the only way for him to explore his potential is to fantasize himself into a more exciting life. Doug, as an avid comic book fan, particularly likes to imagine himself as a character called The Mongoose, a James Bond like super-spy.
Enter a plot from the upstairs office that could get Doug and all his co-workers fired and suddenly the player will have to navigate Doug through the drama and political struggle that ensues. Doug has the will to save his office, if only he had the means. Can Doug save all his coworkers from certain doom? Or actually, who cares about the rest of them, can he save himself? The Mongoose could do it…can you?
== Features ==
* Mouse and keyboard driven movement and world interaction, similar to old-school adventure games
* Several minigames: Trashball, Voodoo Darts and Office Golf
* Action sequence with gameplay similar to Metal Gear: Solid
== Screenshots ==
Image:Ww_office_09.jpg|In the office... - click to enlarge
Image:Ww_office_06.jpg|In the office... - click to enlarge
Image:Ww_office_05.jpg|Office Golf - click to enlarge
Image:Ww_office_04.jpg|Talking... - click to enlarge
Image:Ww_office_08.jpg|More Talking... - click to enlarge
Image:Ww_office_01.jpg|MGS-Style Gameplay - click to enlarge
== Awards ==
* Awarded Best Singleplayer FPS Mod of the 2007 IGF Mod Competition.
== External links ==
* Official site
* The Guildhall at SMU
* Trailer
Category:Single Player Mods
Western Deathmatch

== Overview ==
Western Deathmatch (a.k.a. WDM) is a multiplayer mod for set in the American Wild West. The gameplay is similar to (or ), expect the weapons. WDM also imitates Quake's physics, which allows an advanced player to gain a lot of extra speed and high jumps. The weapons scale from the basic tomahawk to the Colt 1873 revolver and the powerful Winchester rifle.
=== Help Wanted! ===
We are actively recruiting team members:
* Modelers
* Animators
* Sound artists
* Texture artists
If you are interested in being a part of our team, leave a message below this announcing or contact Bkzd.
== Screenshots ==
Coming soon...
Category:Help Wanted
Weve Got Hostiles

"We've Got Hostiles!" is the fifth chapter of . The military begin to invade the facility and ruthlessly murder scientists and security guards in a giant coverup of the incident.
==Architecture==
Much of the building here is made of concrete walls. Green military supply caches are stored around, along with the same wooden boxes found earlier. Chain link fences block certain areas where visibility is still important, but visibility only.
Consider placing red fire doors and the boxes that activate them in between areas of interest, especially in range of tripmines. They provide a convenient way to prevent backtracking or restricting it to air ducts.
==Environment==
As per the introduction, the military is moving into the facility, killing anyone associated with the experiment. Their influence on the facility should be obvious here. Tripmines make accessing certain parts of the facility more difficult. Turrets are also commonplace, as are their activation tripwires. Explosive barrels make good decoration, and you can place them near groups of enemies or turret tripwire to make clearing out an area more or less difficult.
==NPCs==
Teleporting Vortigaunts are common, and a good mapping tactic is to have them teleport near tripwires so players have to be quick in silencing them. Scientists and security can be found, but try to hold them for the safer parts of the chapter.
Obviously, the military make their debut here. A good idea is to place them in squads, with multiple MP5 wielders, one or two that can make use of the attached grenade launcher, and maybe even some shotgun soldiers. Try to shoot for four in a squad at the max. Note that all soldiers can make use of frag grenades to flush a hidden player out.
==Maps==
The following .bsps comprise this chapter.
*
*
*
*
*
==Gallery==
File:C1a3 confrontation.jpg|Note the nondescript concrete walls and the red blast door and tripmine on the left.
File:C1a3 turrets.jpg|Turrets are common in the early part of the chapter, as are explosive barrels.
Category:Regions & Atmospheres
Category:Half-Life Continuity
What Makes a Good Level?

The answer to that question can both fill volumes, and be answered in a single line: A good level is a fun level. Victor Hugo wrote "If a writer wrote merely for his time, I would have to break my pen and throw it away." That is to say, don't design just for the simple sake of designing a level. Rather, design a level to be used. Give the level purpose, motion, and character, and it will be a good level. All aspects of design will contribute to that, and must be balanced against each other. In the end, people are going to judge the level on whether or not they liked playing it.
"A building is alive, like a man. Its integrity is to follow its own truth, its one single theme, and to serve its own single purpose. A man doesn't borrow pieces of his body. A building doesn't borrow hunks of its soul. Its maker gives it the soul, and every wall, window and stairway to express it." - (Roark) Ayn Rand, The Fountainhead
Remember, a good level often uses the characteristics and mechanics of the game in question to their strengths. That is not to say experimentation is key, rather, the aspects of the level should complement the gameplay moment(s), message, story moment, etc. that you as a level designer are trying to get across to the player.
==Some Aspects of Design==
*Textures help to illustrate the world's art style, whether it be realistic or cartoony. See Material System.
*Models can provide more detailed geometry than brushwork while still creating less of a system drag. See Modeling.
*Particle Systems add effects that are unattainable using textures or sprites. See Particle System.
*Sound adds life to maps, ranging from believable weapon/NPC sound effects to ambient soundscapes that set the mood of your map. See Sound.
*Lighting also sets the mood for maps and can highlight areas that you want to draw attention to. See Lighting.
*NPCs (or Non-Player Characters) are integral to maps. From the Combine to zombies to citizens to Barney, NPCs add the crucial element of interaction to levels, whether that interaction be conflict or companionship. See NPCs.
==See also==
*How to Develop a Map That Works
Category:Level Design
Category:Theory
Wheatley (Portal 2)

This Portal 2 aesthetic theme is showcased in Act 4 of the single player campaign. It is characterized by either mass-scale destruction of the chamber, or a regular clean theme with the occasional behind-the-scenes peek, also including Wheatley monitors. The walls are torn apart and you can see all sorts of things outside of the chamber: Gel pipes, Pneumatic Diversity Vents, other chambers, catwalks, and sometimes fire. Each test is monitored by Wheatley shown on a screen. Soundscapes include intense destruction sounds: metal wronks, banging, and groans.
== In-Depth ==
This is the last theme the player will encounter in the Portal 2 Single Player campaign. The large destruction of the chambers is caused by Wheatley's terrible handling of the facility. A main part of the map is the outside area, which is seen through the gaps and tears of the test. You will see lots of things breaking, falling apart, and on fire.
== Noticeable Elements ==
===Explosions===
Explosions are also common. Don't forget to use the instance destruction\destruction_ambience.vmf! An 'explosion' will randomly happen around a square. Place this square around your test chamber to give the impression that distant explosions are happening all around the facility.
To create a semi-distant explosion, you'll need an ambient_generic, and env_shake, and a trigger_once linking up to them.
For maximum effect, you can use an env_explosion, however none of the official maps use it.
===Excursion Funnel===
The Excursion Funnel is one of the main elements seen in the Wheatley chambers. It can be used to transport the player, objects, and gel, and can be transported through portals. Creating a hole for the funnel is necessary, or else it looks odd in the wall. If you want the funnel to start reversed, set 'Linear Force' to -250. For reversing it through a trigger/button, create the output: 
:
	My Output	Target Entity 	Target Input 	Parameter	Delay	Only Once
	OnTrigger	(the name of your funnel)	SetLinearForce	-250 	0.00 	No
Don't forget to add an extra output to reset the funnel. A number less than -250 or higher than 250 will cause the funnel to move faster, and lower numbers to have it move slower. 
===Gel===
Gel was an element carried from the Underground themed maps into the Wheatley test chambers. You can still see lots of pipes crowding around the facility. Gel may now come out of regular cube droppers. In the PeTI update (DLC2), they have new Gel Dropper models. Create gel using an info_paint_sprayer.
Category:Portal 2 Level Design
Category:Portal 2 Tutorials
Wheel of doom

The wheel of doom entity for Halloween mode.
== Random effects ==
The WOD will pick a random card when the koth point changes owner. Each card has an effect. Known effects include:
* Everyone gets übercharged
* Everyone gets critical hits
* Everyone gets super speed
* Everyone moonjumps (low gravity)
* Everyone highjumps (normal gravity but higher jump velocity and no fall damage)
* Everyone gets super small heads
* Everyone gets super big heads
* Everyone is lit on fire
The following effects requires special setup outside of the wheel_of_doom entity.
* Thriller taunt; Requires 32 info_target entities named along the pattern dance_teleport_[team][number up to 15 starting with 0].
* Jarate is dropped from the sky; requires a func_brush above the map named spawn_cloud.
* Ghosts appear; requires allowHaunting to be enabled in a tf_logic_holiday entity.
== Keyvalues ==
== Inputs ==
== Outputs ==
White

The materials white0## are used to create texlights, textures that emit light in games. They are located in the HL2 folder:
:
It's recommended to match the color of your texture with the light emitted defined in light.rad, unless you are looking for an effect, like a red wall that emits blue light.
To customize the colors emitted by the white0## materials, you can locate them in the light.rad of HL2.
 ████████████
 lights/white001 250 240 205 100 ████████████
 lights/white002 189 233 247 425 ████████████
 lights/white003 232 246 190 350 ████████████
 lights/white004 170 228 247 425 ████████████
 lights/white005 234 235 220 375 ████████████
 lights/white006 234 235 220 100 ████████████
 ████████████
Category:Material System
Category:RAD
Whitelistcmd

is a console command which executes the <command> only if it is whitelisted, otherwise it does nothing.
== Games ==
=== ===
== Usage ==
whitelistcmd <command>
== Files ==
=== <game>/bspconvar_whitelist.txt ===
== See also ==
* The command executes every command inside the given file with .
Category:Counter-Strike: Global Offensive console command
Wilson Chronicles

is an independent France full conversion modification from to . Ultimate goal is to create a unique character that played in First-Person Shooter that bought the players back into the Black Mesa Facility following the Resonance Cascade.
==Overview==
Developers had begun the development ever since at August 2008 and have been progressing very slowly as it got other projects such as the Episode 17. 
The mod had been greenlifted in September 2, 2012 and become into standalone game without required the original Half-Life 2 to played.
The game had been released as early access in January 14, 2016.
==External links==
*
*Official Site
*Facebook
*Youtube
*Steam Community
Category:Source mods
Category:Released mods
WinBSPC

is a utility used to convert .bsp to .map files. Results vary depending on the complexity of a given map.
== Features ==
* This decompiler uses the tree-based method exclusively.
== Drawbacks ==
* Maps larger than 4 MB will not be decompiled.
== Limitations ==
== Examples ==
=== ===
==== crossfire ====
Crossfire winbspc.PNG|WinBSPC's attempt to decompile HL crossfire
== Screenshots ==
Image:WinBSPC.jpg|GUI
== See also ==
* Comparison of BSP decompilers
== External links ==
* Gamebanana
* BSP2Map vs. WinBSPC (Comparison)
Category:Third Party Tools
Category:Third Party GoldSrc Tools
Category:Non-Steam Applications
Category:GoldSrc Level Design
WinBSPZip

is a GUI frontend for Valve's Bspzip application.
It has three main functions:
* Fixing errors in writing large files by breaking up writes to Steam write. 
* Adding error checking to list file by fixing back and forward slashes and checking for spaces. 
* Adding all files in a directory to the .BSP.
==Cannonfodder's other source engine tools==
*
*
*
*
== See also ==
* WinBSPZip homepage
Category:Third Party Tools
Category:Level Design
WindowImposter

WindowImposter accepts only $envmap which is force drawn no matter the user settings or console commands used, like mat_specular 0.
The faces' orientation isn't taken into account when reflecting the cubemap, which makes it very convenient for making multiple fake skyboxes.
In Half-Life 2, WindowImposter is used by the material dev/dev_windowportal.vmt, and used extensively on func_illusionary or func_brush entities in conjunction with func_areaportalwindow.
== Example VMT ==
WindowImposter
{
	"$envmap" "space/space_envmap"
}
Category:Shaders
Category:Stubs
Window Lighting

By default, light will only shine in through a window if the angle is set so that sunlight shines directly through it; however, real-world windows will often stream in refracted (indirect) sunlight, independent of the suns angle.
Valve commonly uses the following technique to simulate this:
1. Create the opening that you want light to refract through (such as a window).
2. Cover the opening with a brush using the toolsnodraw texture.
3. Texture the inward-facing side of this brush with the lights/white001_nochop texture. This particular texture emits light in-game. You can adjust the strength of this light with the "Texture scale" settings. Values between 0-1 work. The closer to zero, the brighter the light. (Lightmap scale does nothing in this regard.)
4. Tie the brush to a entity. In its properties, set Render Mode to Don't Render to will prevent the non-transparent brush from blocking the view as a white sheet. (It will still emit its light.) Unless you want the brush to simulate unbreakable glass, also set Solidity to Never Solid.
Category:Level Design Category:Tutorials
Category:Lighting
Winter Mod

== Overview ==
It's mod for game Half-Life 2: Episode 2 where all events occur in the winter.
== Features ==
* A lot of new weapons, as Fists, CGuard and OICW
* You are playing as Combine Soldier
* A new storyline
* Good maps
== Media ==
LATER
== Team ==
*Strider[RUS] - Project lead, mapping, coding, texturing.
*Red Bear - Mapping, Voice acting
*Dark_Alex - Mapping
*DjFile - Soundtrack
*Detler's Team - Coding helping
== Links ==
ModDB
Category:Single Player Mods
Wintextract

is a simple program designed to extract "embedded" textures from Half-Life BSP maps. The program is highly user-friendly and easy to operate. All you need to do is to specify the map file and the location where the WAD file containing the textures from the map will be saved, then click on the "Extract" button. It should be noted, however, that the program saves the WAD files without extension; users are advised to manually add the appropriate file extension when saving the extracted textures.
== Features ==
* Simplifies the process of extracting textures from maps in Half-Life BSP format, allowing users to quickly and easily obtain texture files without requiring any technical expertise. Moreover, the program can extract WAD files from any .BSP map, making it a highly versatile tool for users working with multiple maps in their projects.
== Drawbacks ==
* One of the notable downsides of Windtextract is that the program doesn't automatically add file extensions to WAD files without file extensions, which may cause inconvenience for users who are not aware of this limitation.
== External links ==
* GamerLab
Category:Third Party Tools
Category:Third Party GoldSrc Tools
Category:Non-Steam Applications
Category:GoldSrc Level Design