nyuuzyou/wikis huggingface dataset:
Colony 42

== Overview ==
Colony 42 was a singleplayer modification for the goldsource engine using Spirit of Half-life 1.5a4. It was to take the player into a space station under attack by alien forces.
== Features ==
* Multiple types of Security Guards - Both Barney and Otis
* Charlie Blanks, a completely new Character
* A new storyline, unrelated to Half-Life 
* HD pack compatibility
* Two new weapon skins- Desert eagle and Pipewrench
== Media ==
Image:S0a0_Surgeon.JPG|Dead specimen dissection lab - click to enlarge
Image:S1a3_cafe.JPG|Cafeteria - click to enlarge
Image:S1a3_scrnroom.JPG|Screen filled room - click to enlarge
Image:S0a2_charlie.JPG|Charlie character - click to enlarge
Image:Deagle_showoff.JPG|Desert Eagle weapon - click to enlarge
Image:S1a1_otis.JPG|Otis character - click to enlarge
Image:S1a1_vents.JPG|Post-invasion hallway - click to enlarge
Image:S1a1_comproom.JPG|Computer room - click to enlarge
Category:Single Player Mods
Color255

A string of three bytes (0-255) separated by spaces:
RED GREEN BLUE
== Examples ==
:Red = "255 0 0"
:Green = "0 255 0"
:Blue = "0 0 255"
:Orange = "255 128 0"
== See also ==
* Color1
== External links ==
* W3 Schoools Colors RGB and RGBA
Category:Variables
Category:Glossary
Color Light from Control Point

The Color Light from Control Point particle operator creates four "particle lights". Each light can use a predefined colour or sample dynamically from the world, and can be omnidirectional or a spotlight.
== Properties ==
; Clamp Minimum Light Value to Initial Color
; Clamp Maximum Light Value to Initial Color
: Prevents particles from going under/over their initial colour value. If the minimum value is not clamped, particles that are not lit by this operator will be pitch black.
; Compute Normals From Control Points
: 
; Half-Lambert Normals
: 
; Initial Color Bias
: Whether the operator's lights should replace or add to particles' base colours. It appears that this property was supposed to be a factor, but it actually behaves like a boolean.
=== Light settings ===
There are four lights. Each one has the following properties:
; 0% Distance
; 50% Distance
: How many units away from its origin the light should cast.
; Color
: The RGB + brightness/alpha value for the light. Brightness is ignored.
; Control Point
; Control Point Offset
: The control point at which the light will be created, and an optional offset from it. .
; Direction
: If this is a spotlight, this normalised vector is translated into a direction to point in. 1 0 0 means "point down the X axis".
; Dynamic Light
: Whether the light's colour should be sampled from the world or fixed to the value of Color (see above).
; Spot Inner Cone
; Spot Outer Cone
: If this is a spotlight, this float defines the width of the beam in degrees. The widest possible Outer Cone is 80. 
; Type
: 0 = omnidirectional point, 1 = spotlight.
Category:Particle operators
Color correction (entity)

It loads a color correction lookup table () and controls its strength. Correction is applied in a sphere surrounding the entity, with a configurable amount of falloff.
In and , this entity requires at least one brush entity textured with the fogvolume material, somewhere on the map.
The flags Master and Simulate client-side must be checked in the main color_correction entity. Additional color_correction entities should be triggered through fog_volume by changing the ColorCorrection Name setting to a color_correction of your choice.
__NOTOC__
==Flags==
==Keyvalues==
 
 
 
==Inputs==
==See also==
* (brush entity)
*
Combat

__NOTOC__
A hub for articles about creating fighting and combat in Source maps and mods.
== General NPCs ==
* - Sets which NPCs will fight or ally with which others
* List of default AI relationships
* , Hint nodes and Nodegraph for NPC navigation. Without the former, NPCs generally will not move.
* States
* AI Programming - not combat-specific
== General NextBots ==
* Nav Mesh — Without this, NextBots will be unable to move.
* Example of NextBot Behaviors
== ==
=== Control ===
* - Station a guard at a door (non-lethal)
* Assaults - Organized attacks along a path
* Door kicks (through the use of s)
* - Used to create patrol routes (see External links for tutorial)
* Rappelling (see external link)
* Standoffs - Controlling how NPCs behave during combat
* Squads - Getting NPCs to act as a team
=== Creation ===
* Combine
* Headcrab
* Mapping with Antlions
* - Used to place Combine soldiers of any type (see the "model" property)
* - Used to place human rebels
* 
* 
* Turrets - Fixed, movable, and usable varieties
* Zombie
Most NPCs can fight, but some require special set-up:
* Dropships: ; see external link
* Gunships and helicopters ( and ) (see External links)
== / ==
== ==
Most "NPCs" in TF2 use the NextBot system.
=== Control ===
* — Specifies an action to perform
* — Creates & controls a bot
* — Tells MvM Engineer bots where to build a "nest"
* — Tells MvM Engineer bots where to build a Sentry Gun
* — Tells Engineer bots where to build or (MvM) Sniper bots where to stand
=== Creation ===
* — Generates multiple tf_bots
* Team Fortress 2 Halloween Bosses
* — "Intended" way to spawn skeletons
* TFBot Technicalities
=== Entities ===
* — MONOCULUS!
* — Horseless Headless Horsemann
* — MERASMUS!
* — Sentry Gun 
* — Training/MvM bot
* — Skeleton
== See also ==
* AI Metrics
* :Category:AI
* Half-Life 2 Level Creation
* Left 4 Dead Level Creation
* Left 4 Dead 2 Level Creation
* WiseNPCrappel, WiseNPCrapjump - Rappelling metro police
== External links ==
* Collection of NPC tutorials 
* TF2Maps on Halloween (incl. Halloween bosses and skeletons)
* TF2Maps on special MvM bots
Category:Hubs Category:AI
Combine Destiny

== About ==
 is a horror-action single-player modification for .
== Story ==
The town of Coonersville has rebelled. The citizens there have overthrown the security forces and established a base at the top of the mountain. The town was heavily shelled with headcrab canisters, forcing the rebels into hiding. A Combine Overwatch sweeper team cleared the remaining forces and took over the base. 
The Combine has turned the base into Quiver Mountain Research Facility and Military Installment aka Installation 34.
Recently, the Citadel has lost contact with Installation 34 and the Administrator believes that the underground rebels have resurfaced and retaken the installation. The surface has been shelled, but knowledge of the current situation is vague at best.
The Administrator is regrouping the Transhuman forces for security operations. Support in this mission is therefore light. You are the squad leader for a team being deployed at the farside service hangar. Your mission is to infiltrate the installation, assess the situation, and eliminate the underground rebels. Good luck.
== Features ==
* Alternative routes
* Played from a Combine soldier's point of view
* Combine based squads
== See Also ==
Category:Single Player Mods
Combine Destiny 2

== Overview ==
Combine Destiny 2 is the much awaited sequel to the zombie blasting Half-Life 2 mod; Combine Destiny. Leaving off from where the original ended, Combine Destiny 2 will bring the fight against the rebels to the next level, and the story to a new height!
== Story ==
The prior assault on Installation 34 failed.
You find yourself in retreat, escaping in a dropship with the remaining members of the assault force. Behind you echoed the muffled, screaming voices of the parasitics, howling in victory.
You braved through hell for the Combine cause and survived, yet the system requires you to fight again. Your destination is the mighty citadel of City 17, the magnificent structure at the epicenter of the Combine invasion.
Your next mission is to regroup, rearm and assault the rebels' defenses. You are sent with an assault team to re-establish control over Installation 34 and destroy the rebel threat.
== Features ==
Combine Destiny 2 will introduce brand new weaponry, including usable Manhacks and Combine ranged weapons. In addition, new vehicles and utilities such as a drivable APC and night vision will also make an appearance.
== External links ==
* Combine Destiny - the official website.
* 
Category:Single Player
Combine Overwatch

Overwatch is the name given to the Combine military forces on Earth. These are the blue, orange, and white (elites) heavily-armored soldiers. These units are special because they are transhuman. They have been physically altered and brainwashed into serving the Combine.
The first time one is seen is immediately after the helicopter battle in Water Hazard. One pilots the helicopter, and his body will drop out as it explodes (or sometimes shortly before).
==See also==
*Civil Protection
* on Combine Overwiki
Category:Half-Life Continuity
Combine attached armor prop

==Entity description==
The combine_attached_armor_prop is a prop shield similar to those carried by charger npc_combine_s variants. It appears as a stationary force field which reacts visually and audibly to bullet fire and thrown props, but is thin enough to walk through or teleport through. It can be flagged to use a less resource intensive effect than the npc variant. It has fewer parameters than most other props but is most similar to a prop_dynamic. 
== Properties ==
== Outputs ==
== Inputs ==
==See also==
*List of Half-Life: Alyx Entities
Category:EntitiesCategory:Half-Life:_Alyx_Entities
Combine ball generator

A prefab located in the Prefabs HL2 folder, containing a Combine energy ball generator setup.
This prefab includes the following:
* A couple of prop_static models, func_detail brushes and a light entity, making up the generator base.
* A non-solid func_brush with a com_shield002a animated texture, used to visualize a force field around the generated energy field.
* An env_beam paired up with an info_target entity to provide the visual effect of a wide plasma stream inside the force field.
* Two env_citadel_energy_core entities that provides two particle visual effects inside the energy fields "emitters".
* A func_combine_ball_spawner brush, with its Combine Power Supply flag set, that creates the horizontal bounds for the energy ball spawned and contained therein.
* Two func_clip_vphysics brushes at the top and bottom of the energy field, providing the vertical limits that the energy ball will bounce between. (The func_combine_ball_spawner entity does not provide these.)
* A disabled trigger_physics_trap that normally does nothing (unless the field is reactivated). See tip.
* Two logic_relays - one that is triggered when the ball is removed from the field (through punting with the physgun) shutting it down, and one when a ball is reinserted, starting it up again.
Category:Prefabs
Combine ballspawner

A prefab located in the Prefabs HL2 folder, containing a huge Combine energy conduit shaft that spawns a constant stream of energy balls, as seen in the Citadel elevator shaft in Half-Life 2.
This prefab includes the following:
* 4 brushes, making up the two transmitter bases.
* An entity playing the d3_citadel.combine_ball_field_loop2 sound.
* An paired up with an entity to provide the visual effect of a wide beam of light.
* A brush, with its Combine Power Supply flag cleared, that will spawn a steady stream of balls moving upwards.
* A that applies a downward force, probably used to suck down anything that comes in contact with the conduit stream, with the exception of the energy balls. Doesn't work properly - see below.
* A used to disintegrate anything that comes into contact with the conduit stream, with the exception of the energy balls. Doesn't work properly - see below.
* Two entities - one that handles its startup if the conduit is turned on, and one handling its shutdown if the conduit is turned off.
The conduit is turned off by default. You will have to add a trigger that will trigger the relay_ballspawner1_on logic_relay to turn it on.
When relay_ballspawner1_on relay is triggered, it will turn on all the effects of the conduit. When the relay_ballspawner1_off relay is triggered, it will turn off the same effects.
===Fixing this prefab===
As is, this prefab does not work very well due to the trigger entities relying a nonexistent filter entity called "filter_combine_ball". To fix this, make a excluding the class (or better yet, try ) to prevent them from being disintegrated or sucked down by the stream.
Category:Prefabs
Combine mine

Known as "hoppers" by citizens, these mines embed themselves into the ground and are agitated when a hostile target gets close. If the target gets too close, the mine will retract its arms and hop towards the target (similar to a bouncing betty), exploding upon contact with any surface. These mines can be carried and deployed by Claw Scanners.
Mines are friendly to most types of Combine units and attack anyone who they don't regard as a friend. If a friendly NPC/player is nearby, the mine's light will turn green and may refuse to bounce unless an enemy gets closer to it than the ally.
Mines can be picked up by the gravity gun, after which they join the player's side and attack Combine units while regarding the player and their allies as friends.
==Keyvalues==
==Inputs==
==Outputs==
Category:Immobile NPCs
Category:Half-Life 2 NPCs
Category:Half-Life 2 Weapons
Combine shieldwall

A prefab located in the Prefabs HL2 folder, containing a standard Combine forcefield gate, preventing the player from proceeding. This shieldwall prefab (unlike combine_shieldwall_static) can be toggled off and on again, making its build more complex in nature.
This prefab includes the following:
* Two prop_dynamic fence post models.
* A non-solid func_brush brush with an animated texture, providing a forcefield visual effect.
* A broader func_brush covered in the playerclip tooltexture that while active will only allow Combine soldiers (npc_combine_s) through.
* A trigger_hurt brush, that will electrocute the player (Damage = 10000) if they are in the middle of the forcefield when it is turned on.
* Two ambient_generic entities used to play the "idle" and the "touch" sounds.
* A trigger_multiple brush that will detect if the player is deemed touching the force field, and that will trigger the "touch" sound to play if it does.
* A logic_auto that is used to start the ambient_generic playing the idle sound of the field at the spawn of the map. See tip below.
* Two logic_relay entities - one that will handle the deactivation of the field if it's deactivated, and one that will handle the activation of the field if it's activated.
* An enveloping normal brush covered with the skip tooltexture to facilitate grouping, copying and moving this prefab.
Category:Prefabs
Combine shieldwall:gr

Ένα prefab που βρίσκεται στο φάκελο Prefabs HL2, που περιέχει μια τυπική πύλη Combine forcefield, εμποδίζοντας τον παίκτη από το να προχωρήσει. Αυτό το προκατασκευασμένο προστατευτικό τοίχωμα (σε αντίθεση με το combine_shieldwall_static) μπορεί να απενεργοποιηθεί και να ενεργοποιηθεί ξανά, κάνοντας την κατασκευή του πιο περίπλοκη από τη φύση του.
Αυτή η προκατασκευή περιλαμβάνει τα ακόλουθα:
* Δυο prop_dynamic μοντέλα στύλων φράχτη.
* Ένα μη συμπαγές πινέλο func_brush με κινούμενη υφή, που παρέχει οπτικό εφέ forcefield.
* Ένα ευρύτερο func_brush που καλύπτεται από το playerclip tooltexture που ενώ είναι ενεργό θα επιτρέπει μόνο τη διέλευση των Combine στρατιωτών (npc_combine_s).
* Μια βούρτσα trigger_hurt, που θα προκαλέσει ηλεκτροπληξία στον παίκτη (Damage = 10000) εάν βρίσκονται στη μέση του πεδίου δύναμης όταν είναι ενεργοποιημένη.
* Δύο ambient_generic οντότητες που χρησιμοποιούνται για την αναπαραγωγή των ήχων "idle" και "touch".
* Ένα πινέλο trigger_multiple που θα ανιχνεύσει εάν ο παίκτης θεωρείται ότι αγγίζει το πεδίο δύναμης και θα ενεργοποιήσει τον ήχο "touch" για αναπαραγωγή, εάν το αγγίζει.
* Ένα logic_auto που χρησιμοποιείται για την εκκίνηση του ambient_generic αναπαραγωγής του ήχου αδράνειας του πεδίου στην αναπαραγωγή του χάρτη. Δείτε παρακάτω συμβουλή.
* Δύο logic_relay οντότητες - μία που θα χειριστεί την απενεργοποίηση του πεδίου εάν είναι απενεργοποιημένο και μία που θα χειριστεί την ενεργοποίηση του πεδίου εάν είναι ενεργοποιημένο.
* Μια κανονική βούρτσα που περιβάλλει την υφή του εργαλείου skip για να διευκολύνει την ομαδοποίηση, την αντιγραφή και τη μετακίνηση αυτής της προκατασκευής.
Category:Prefabs
Combine shieldwall static

A prefab located in the Prefabs HL2 folder, containing a standard Combine forcefield gate, preventing the player from proceeding. This shieldwall prefab (unlike combine_shieldwall) can not be toggled off and on, making its build simpler in nature.
This prefab includes the following:
* Two prop_static fence post models.
* A func_illusionary brush with an animated texture, providing a forcefield visual effect.
* A broader brush covered in the playerclip tooltexture that will block the player while still allowing NPCs through.
* Two ambient_generic entities used to play the "idle" and the "touch" sounds.
* A trigger_multiple brush that will detect if the player is deemed touching the force field, and that will trigger the "touch" sound to play if it does.
* A logic_auto that is used to start the ambient_generic playing the idle sound of the field at the spawn of the map. See tip below.
* An enveloping normal brush covered with the skip tooltexture to facilitate grouping, copying and moving this prefab.
Category:Prefabs
Combinesurvival

== Overview ==
You will start out in what you only know as home, a Combine Prison deep underground in the mountains of Western Europe. Your goal is to escape and meet with your brother to help him in the battle for humanity and against the many alien races Gordon is sure to encounter in his journey. Once you escape from the cell, there is no turning back. You will wind through the tunnels of the heavily fortified Combine Prison, making your way to the outer areas where you can plan your escape. Set in a cold, snow covered environment, you'll be faced with many choices, but be sure to choose your path wisely, and you could find yourself two steps closer to freedom. To summarize, you need to survive, and to survive you need to get out, fast!
== Features ==
* New HUD Featured testmap "csm_doublebunker" 
* Background Map + Music 
* New Loading Screen 
* Startup Video 
* Easy Installer 
* Steam Games Icon 
* 2 New Weapons 
* VGUI Logo 
* Custom Cheat Scripts and also Dev scripts. 
* Various weapon changes, such as fire rate, Max ammo etc.
== Media ==
http://www.combinesurvival.com/gallery/
http://www.moddb.com/mods/combinesurvival/images
== History ==
The mod has gone through many stages, and many different menus and content. It is nowhere near "finished" so please be patient with me through this time.
== Team ==
Jenkins_08
== External links ==
* http://www.combinesurvival.com
* 
Last Edit: --Jenkins08 02:34, 28 Aug 2008 (PDT)
Category:Help Wanted
Category:Single Player Mods
Command Callback Helpers

;CBasePlayer *UTIL_PlayerByIndex( int playerIndex ):This is a function that returns a CBasePlayer pointer to a player by index. It only returns if the player is spawned and connected, otherwise it returns NULL.
;CBasePlayer* UTIL_PlayerByName( const char *name ):This is a function that returns a CBasePlayer pointer to a player by name. It only returns if the player is spawned and connected, otherwise it returns NULL.
;CBasePlayer* UTIL_PlayerByUserId( int userID ):This is a function that returns a CBasePlayer pointer to a player by user ID. It only returns if the player is spawned and connected, otherwise it returns NULL.
;bool UTIL_IsCommandIssuedByServerAdmin( void ):This is a function that takes no parameters and returns true if the current command is issued by an admin. This function returns true when a command is issued by a dedicated server console or a listen server host.
;int UTIL_GetCommandClientIndex( void ):This is a function that returns the client index of the current command. This function returns 0 when the command is issued by a dedicated server console; Otherwise, it returns an integer [1, maxplayers] for the player.
;CBasePlayer *UTIL_GetCommandClient( void ):This is a function that retrieves the client index and gets the player by the returned index for you. It returns a CBasePlayer pointer; the returned value is null if the command is issued by a dedicated server console.
Category:Helpers
Command Sequences

Category:File formats
The bin/CmdSeq.wc file defines the expert compilation options for Hammer. There are two versions currently in use. All strings are fixed width, with a null character at the end of the used data. Hammer fills the remainder of the data with random memory contents of Sequence name buffer after terminating null.
struct Header
{
	char signature[31]; // Worldcraft Command Sequences\r\n\x1a
	float version;
	unsigned int seq_count;
	Sequence sequences[];
}
The signature contains "Worldcraft Command Sequences", followed by a carriage return, newline, and Control-Z (byte 26). The version is a floating-point number, 0.1 or 0.2. This is followed by seq_count sequence structs, one for each compile preset defined:
struct Sequence
{
	char name[128]; // null-terminated name and memory contents after it (till 128 byte)
	unsigned int command_count; // Number of commands
	Command commands[];
}
Each sequence contains a number of commands:
struct Command
{
	char is_enabled; // 0/1, If command is enabled. NOTE: CS:GO's branch of hammer uses an integer value here instead of a character.
	int special;
	char executable[260]; // Name of EXE to run.
	char args[260]; // Arguments for executable.
	int is_long_filename; // Obsolete, but always set to true. Disables MS-DOS 8-char filenames.
	int ensure_check; // Ensure file post-exists after compilation
	char ensure_file[260]; // File to check exists.
	int use_proc_win; // Use Process Window (ignored if exectuable = $game_exe).
	// V 0.2+ only:
	int no_wait; // Wait for keypress when done compiling.
}
If special is not 0, the executable is not used. Instead a builtin command is run:
Value	Command 	Arguments
256 	Change Directory	Location
257 	Copy File 	Source Destination
258 	Delete File 	Path
259 	Rename File 	Old New
VBSP, VRAD, VVIS or the game are normal commands using a replace parameter.
=== Replacement parameters ===
Commnand names and arguments can use a replacement syntax, following the form $var. These arguments are quoted up until the first space after the parameter (so $file.$ext is quoted in one piece, but $file $ext will produce two sets of surrounding quotes).
Parameter 	Result
$$ 	Literal $ sign.
$file 	Map filename.
$ext 	Extension of map (vmf, vmm).
$path 	Full path to folder containing the map, with no trailing slash.
$exedir 	Path to the location of the game EXE.
$bspdir 	Location to place BSPs in, set in Build Programs.
$bsp_exe 	Location of VBSP, set in Build Programs.
$vis_exe 	Location of VVIS, set in Build Programs.
$light_exe	Location of VRAD, set in Build Programs.
$game_exe 	Location of the game executable, set in Build Programs.
$gamedir 	Folder containing Gameinfo.txt.
Commentary Editor Fix for Alien Swarm

This short tutorial will help anyone that wants to utilize the Commentary Editor in Alien Swarm. You can find the following files in the Source SDK Base 2013 (SP or MP).
== List of Missing .res files ==
*Resource/commentarydialog.res
*Resource/CommentaryExplanationDialog.res
*Resource/commentarynodebrowserpanel.res
*Resource/commentarypropertiespanel.res
*Resource/commentarypropertiessubpanel_node.res
*Resource/commentarypropertiessubpanel_target.res
== List of Missing Localization files ==
*Resource/boxrocket_english.txt
*Resource/toolcommedit_english.txt
== Copying the files ==
Install Source SDK Base 2013 (Singleplayer or Multiplayer), after that, go to (or ), copy the above files, move the extracted files into .
The UI will show correctly after the fix.
Category:Tools
Category:Alien Swarm