nyuuzyou/wikis huggingface dataset:
Base.fgd

== ==
=== Official ===
# Source 2003 (Half-Life 2 Leak)
# Episode 1 (Source 2006)
# Source 2007
# Orange Box (Source MP)
# Source 2009
# Source 2013 Singleplayer
# Source 2013 Multiplayer
# Counter-Strike: Source
# Half-Life 2
# Day of Defeat: Source
# Team Fortress 2
# Portal
# Left 4 Dead
# Left 4 Dead 2
# Alien Swarm
# Portal 2
# Counter-Strike: Global Offensive
# Dota 2 (pre-Reborn)
=== Third-party ===
# Black Mesa
# Garry's Mod
# Dino D-Day
# Insurgency
== ==
# Dota 2
# Half-Life: Alyx
# Counter-Strike 2
== See also ==
*List of Entities
Category:FGD
Base2Base

== Overview ==
Base 2 Base puts two teams (Red & Blue) against each other, and they have to fight to reach a teleport that is above the enemies base. When a player from that team goes through the teleport they are teleported to a safehouse where they can watch the battlefield on a monitor. First team to have all of their players through the teleport into the safehouse wins, and if a player is in the safehouse and wants to return to the battlefield they can do so by suiciding, also players have a hud element which shows them how many players are currently in the safehouse.
The mod also has 2 turrets one for each team which shoot at the opposing team, however this is optional whether the mapper wants to include them in the map or not. In the official maps turrets will most likely be placed near spawn so players can put the turrets wherever takes their fancy, this means that each round should be different. However mappers who wish to make custom maps can choose to place their turrets wherever they want.
Hopefully all of the HL2 models will eventually be replaced by custom models in later versions and unlike HL2 you can only carry 4 weapons at a time 1 primary weapon, 1 secondary weapon, melee weapon and grenades, so if you want to pick up a weapon where the slot it uses is already occupied you will have to drop your current weapon which slot.
== Death ==
In June 2010, the level designer (drimp) announced the death of the mod:
"Base 2 Base is dead, it was too much work and without a coder or anyone more than me the mod has had a slow death. If anyone wants to help keep it alive that'll be great, but there's just too much to do for me to try saving the mod alone. Thanks to everyone who has put their time and effort into the mod. Although the mod was so close, it never could be released."
== Features ==
* Third person and first person view modes
* Radar
* Custom models
* Additional custom weapons
== Media ==
For media please visit
== Team ==
*Robin - Programmer, Level Designer
*Echo - Contributing Coder, Compiler
*Drimp - Level Designer
*JakeChapy - Weapon Modeler
*Number - Texture Artist
*Paching - Voice Actor
== External links ==
*
*Steamcommunity page
Base Actor

The generic actor entity is like an AI with no purpose, not until you give it one.
They are commonly used for NPCs that you don't fully interact with, they can be considered "cheap" AI for cinematic purposes.
== Notable Information ==
They are neutral to everyone, which saves creating AI_Relationships.
They are killed in a single hit.
They are not armed by default, further editing may be required to equip them or add attachments.
They can be any character.
They can be made to talk using the logic_choreographed_scene entity.
They can be made to move using the scripted_sequence entity.
== Requirements for Usage ==
A good bit of scripting is necessary to use Generic Actors to their full extent, using a Scripted Sequence you may manipulate a number of settings, including: movement animations, action animations, how to move to it, whether to loop the set action or post idle animation and what should happen upon their deaths.
== Best methods of Use ==
See Above.
Category:AI
Base boss

It is the entity that the entity uses as a base and thus shares a lot of its behaviors. A few examples include:
* Crushes engineer buildings that collide with it
* TFBots treat this entity as an enemy
* Drops currency pack on death
* Plays sounds to client when it gets damaged
 itself was originally intended for the now-scrapped gamemode. By itself, it is static and does not perform anything; however, it is still of use in setting up a custom hitbox for any custom static NPC bosses.
==Keyvalues==
==Inputs==
==Outputs==
==See also==
*
Base shop

It provides shop functionality for ship_base_interactions.
==Keyvalues==
*
* ShopType
: <choices> Which shop is this? Data for each shop is read from scripts/ship_shops.txt
:
Literal Value	Description
===Miscellaneous===	
===Miscellaneous===
8 	Vending Machine
===A Cut Above===	
===A Cut Above===
7 	Mannequin Arm
===A.D. Antiques===	
===A.D. Antiques===
5 	Guns & Swords
===House of Usher===	
===House of Usher===
====Men==== 	
====Men====
16 	Facial Accessories
14 	Golf Clothes
39 	Kilt
38 	Safari
15 	Slacks & Open Collars
13 	Suits
====Women====	
====Women====
41 	Ballgown
25 	Coats
27 	Dresses
28 	Facial Accessories
40 	Flapper
26 	Suits
===Marco Graza===	
===Marco Graza===
6 	Mannequin Arm
====Men==== 	
====Men====
0 	Assortment
12 	Facial Accessories
10 	Golf Clothes
35 	Kilt
34 	Safari
11 	Slacks & Open Collars
9 	Suits
====Women====	
====Women====
37 	Ballgown
21 	Coats
23 	Dresses
24 	Facial Accessories
36 	Flapper
22 	Suits
===Nautilus Sports===	
===Nautilus Sports===
4 	Mens Clothes & Equipment
33 	Equipment
===Pour Vous===	
===Pour Vous===
====Men==== 	
====Men====
20 	Facial Accessories
18 	Golf Clothes
43 	Kilt
42 	Safari
19 	Slacks & Open Collars
17 	Suits
====Women====	
====Women====
1 	Assortment
45 	Ballgown
29 	Coats
31 	Dresses
32 	Facial Accessories
44 	Flapper
30 	Suits
====Victorian Secrets====	
====Victorian Secrets====
2 	Deoderant & Mannequin Arm
==Inputs==
* 
==Outputs==
* 
Category:Ship Entities
Basic Construction

Simple 3D solids (cubes, cylinders, etc.) are referred to as brushes inside the Hammer editor. These objects are the basic building blocks for all maps built for Source.
Floors, walls and ceilings—in short all geometry other than models—consist of brushes.
== Creating brushes ==
#Select the . 
#Specify the size of your brush by clicking and dragging your mouse in the Top 2D View (the upper-right window pane by default) to create a box, as shown in Figure 2.
#Create the object by pressing . Alternatively, right-click inside the brush and choose Create Object.
	
== Selecting brushes ==
Click on the . It is used to isolate an object or group of objects you wish to manipulate. With the Selection Tool active, highlight your brush by clicking on it in one of the windows. (In a 2D window click on the edges or center of the brush. In the Camera view, click anywhere on the object.)
You will notice that the selected brush will be highlighted with red and will get eight little white square handles in the 2D views. These handles allow you to rotate and transform the selection (see below).
Note that the brush looks like a 3D wireframe box. Flatten the box so that it looks like a thin slab and move it so that the camera is above it. Think of the brush as a 3D chunk of ceiling or floor or wall, not a room all by itself. It takes 6 brushes to make a room.
== The Grid ==
A grid is displayed in all the 2D views. By default, all objects snap to the grid. Although you can turn this off by pressing , it is considered good practice to leave it on because it prevents leaks and other errors in your map.
The default grid size is 64 units, which means that each line is 64 units apart. You can change the grid size by:
* Pressing or or clicking the Smaller Grid icon . This will make the grid half as small as before, allowing finer adjustments.
* Pressing or or clicking the Larger Grid icon . This will make the grid twice as big, for larger adjustments.
To help determine the appropriate scales needed for a playable map, please see the article on Dimensions.
== Resize, Rotate, & Skew ==
==== Resize ====
:Scales the selection. Select a brush using the and mouse over one of its eight white handles. The cursor should change to arrows, indicating along which axis you can move that handle. To resize, simply click and drag one of these handles.
:
	
==== Rotate ====
:Spins the selection. Select the object you wish to rotate using the , then click on the object once again. You should see the squares surrounding the object at the corners turn into circles.
:
	
==== Skew ====
:Distorts the selection along an axis. Select the object you wish to skew using the , then click twice on the object. You should see small white squares at the center of each edge of the object.
:
	
Category:Level Design
Category:Tutorials
Basic The Ship entities

This document describes the basics entities needed to make levels for The Ship. It assumes you already have knowledge of basic Hammer functions and The Ship's gameplay. See the Hammer Editor Documentation for information on basic Hammer functions such as geometry creation and entity placement.
==Basic The Ship entities==
;info_player_deathmatch
:An old favorite
;ship_security_booth
:This entity links all mandatory security entities together. Rooms referenced by this entity should contain a cache of info_player_destination entities for teleportation points. See The Ship Justice System
;ship_trigger_room
:A map must be smothered with this brush entity to have the quarry info correctly reported. For more information, see The Ship Basics: Rooms.
;ship_security_camera
:One of the security cameras placed in a map should be a designated courtroom camera, also referenced by the security booth entity. See The Ship Justice System
;info_teleport_destination
:Teleport destinations should be placed in all rooms referenced by ship_security_camera
;ship_container
:This is a container prop that allows players to explore rooms.
;ship_item_spawner
:This is an item spawner that can spawn things to the world and to containers.
;ship_base_interaction
:This entity marks a surface that a player can interact with. It can be as simple as a door or as complex as a shop. For more informations, see The Ship Basics: Interactions.
;player_overlay_render_location
:This entity is used as a location for rendering the player's model over the UI.
==Other important components==
;env_soundscape_triggerable
:This entity is a core aspect to the ambiance of rooms. Most rooms, if not all, have a soundscape.
;func_breakable
:Breakable windows can be fun.
;prop_door_rotating
:Doors in official maps are inserted using a rotating door prop accompanied ship_base_interaction.
;prop_static
:A large percent of scenery in official maps are inserted using prop_static.
;trigger_hurt
:A hurt volume for a trap should be parented to a ship_trap entity to function correctly.
Category:Entities
Category:Hubs
Battle Grounds

The Battle Grounds - The only revolutionary war mod for .
In a revolutionary war environment, you and your teammates have to act together strategically to fight the enemy team.
Two different teams battle for control over the American colonies. The Royal British Army loyal to the crown is trying to maintain it's influence in "New England". Driven by high taxes and the dream of being an independent country the American rebel forces try to push the British troops out of the continent.
Stand in line. Shoulder to shoulder. Watching the enemy lines as they are marching down the hill. Present Arms! Frontrank make ready! Aim! Fire! Hell breaks loose. The smoke clouds float away and you slowly start to see the enemy lines again. They are screaming and charging with fixed bayonets. Welcome to a game of Battle Grounds.
== Media ==
Image:Bg_01.jpg
Image:Bg_02.jpg
Image:Bg_03.jpg
== See also ==
*Battle Grounds 2
== External links ==
*Official Website
*
Battle Grounds 2

is a engine sequel to the only real revolutionary war mod, Battle Grounds.
The game is set during the Revolutionary War (1775-1783) in the US. British Soldiers and colonists loyal to the crown, fight American colonists and soldiers fighting for the freedom and self-government of the thirteen colonies. Due to the historical setting, weaponry is quite unusual for an FPS: Muskets and rifles of the period only load one shot and take about 20 seconds to reload (7.5 seconds in the game). Bayonets, swords, and knives are used on the battlefield in melee combat. The 2.0 version of BG2 was released on 23 April 2010.
== Requirements ==
The Battle Grounds 2 is a Modification based on . To play The Battle Grounds 2, you will need to have installed and must have bought one Source game (free HL2:DM from the ATI or nVidia deal will not work).
== Gameplay ==
=== Classes ===
On both sides choose between:
*Infantry
*Officer
*Frontiersman (American Only)
*Militia (American Only)
*Jaeger (British Only)
*Native (British Only)
*Light Infantry (British Only)
=== Weapons ===
With the release of 2.0 there is a wide variety of weapons available:
Shooting:
*Brown Bess
*Charleville
*Long Pattern
*Fowler
*Brown Bess Carbine
*Revolutionairre
*American Brown Bess
*Pennsylvania Long Rifle
*Jaeger Rifle
Melee:
*Hunting Knife
*Sabre
*Bayonet
*Hirschfhanger
*Belt Axe
*Tomahawk
==Version 2.0 Release==
We are glad to publicly announce the release of The BattleGrounds 2 2.0, a new version of the Revolutionary War Mod for Half-Life 2!
Among many changes, bug fixes and new features, the main highlights are:
*3rd person animations for reloading.
*The addition of the British Light Infantry Class.
*A choice of weapons for the infantry and skirmisher classes.
*Three new maps (bg_quebec, bg_assault and bg_miningtown)
*A reworked, more realistic stamina system.
*Lots of improved skins.
Check our forums for a detailed changelog.
== Media ==
*Official Trailer
*Upcoming Death Cam Preview
==Help Wanted==
The Battle Grounds 2 Team is currently looking for animators, modellers, skinners and coders. If you want to contribute to BG2, do not hesitate to visit the forums and let us know. All dedicated modders will be considered.
== See also ==
*Battle Grounds
== External links ==
*Official Website
*Official Forums
*
*mod download
*
*Facebook
Category:Open source mods and games
Beam

It is a base entity used by other entities to make beams or other effects, such as bubbles. The entities which use this one offer greater control over the effect.
==Keyvalues==
== Inputs ==
==Flags==
== See Also ==
* Example vscript addon utilizing this entity
* Left_4_Dead_2/Script_Functions#CNetPropManager
* Team_Fortress_2/Scripting/Script_Functions#CNetPropManager
* 
*
Beam spotlight

It is used to draw a spotlight. Will draw a beam when the player views it side on, and a halo when it's facing towards the player. It will also create a dynamic light wherever the end of the spotlight rests. Other than its ability to rotate, this entity is functionally identical to .
==Flags==
( are these axes relative to the world or to the entity?)
==Keyvalues==
==Inputs==
==Outputs==
Category:Lighting
Beams and Lasers

Beams and Lasers can be added to the map to interact with its environment and add to the scenery.
=== Entities ===
* — A visible beam between two points.
* — Laser with optional end sprite & sparks at the end.
* — A brush entity that functions as a laser turret. 
* — Fires a laser at a specific speed.
* Laser used in .
== Articles ==
* wiseLaser — A little fun with env_beam
== See also ==
* :Category:Level Design
Category:Hubs
Behaviors

Behaviors let you abstract AI code to a C++ class of its own which is not tied to any one NPC. You might want to create MensBathroomBehavior for male NPCs and WomensBathroomBehavior for female NPCs, for instance.
== Authoring a behavior ==
Behavior code, for the most part, behaves in the same way and uses the same framework as AI code you would write directly into an NPC. There is a certain amount of 'glue' required between one and the NPCs that will use it however:
=== The behavior ===
*Create bool CanSelectSchedule(), which defines whether or not an NPC will 'defer' to the behavior for a given think.
*Create virtual const char *GetName() { return "MyBehavior friendly name"; }.
*Use AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER instead of AI_BEGIN_CUSTOM_NPC (in the body).
*Use DEFINE_CUSTOM_SCHEDULE_PROVIDER instead of DEFINE_CUSTOM_AI (in the header).
*Use GetOuter()-> to access the NPC object.
=== The NPC ===
*Include the header for your new behavior, and ai_behavior.h.
*Create a member instance of your behavior.
*Register the instance in CreateBehaviors() with AddBehavior( &m_MyBehavior ).
**None of Valve's NPC base classes have any behaviors registered - it may not be possible to do it at that level.
*Call BehaviorSelectSchedule() at some point in SelectSchedule(). This probably already happens if you're working with a stock NPC.
== Activating a behaviour manually ==
Behaviours are evaluated on every think with the logic in CanSelectSchedule(). If you want to manually enable a behavior until you disable it:
 MyNPC::SelectSchedule()
 {
 	if ( m_MyBehavior.m_bActive )
 	{
 		DeferSchedulingToBehavior( &m_MyBehavior );	// Normally happens in BehaviorSelectSchedule()
 		return BaseClass::SelectSchedule();		// This will now poll your behavior
 	}
 
 	...
 }
Category:AI Programming
Betas

Steam often offers the opportunity to try out game updates or Steam updates before they're officially released.
== Steam Client beta ==
Steam client may have current betas available as well.
Read this support article for details. 
== Other ==
=== Joining a Beta test ===
To join one of these beta programs:
==== For the Steam client Beta ====
# Go to Steam > Settings in the Steam client. The Beta Participation section will tell you if there are any beta programs available, or if you are currently running one of them. 
# Click on the Change... button in the client participation section and select one of the choices available in the drop-list of beta programs.
# Click OK and restart Steam when you are prompted to do so.
==== For the Beta version of the game ====
# Right click on the game in the Library > Click Properties...
# Go to Betas tab, then select one of the choices available in the drop-list of beta programs.
# Steam will automatically download the Beta version of the game. You can close it afterward.
After changing your Beta selection, you'll be asked to restart the Steam client. If you selected a Steam client beta, then your Steam client will update itself to the Beta version at this point. If you selected a game beta, then Steam will restart and begin updating that game (if you have automatic updates enabled for that game; if not, it will update it the next time you run the game).
You may only select one beta program at a time.
==== Beta removal ====
To opt out of a beta, follow the installation instructions
and select: 
NONE - Opt out of all beta programs - For the Steam client.
None - For the games
on the list.
‍
=== Beta updates ===
As the beta progresses, we may release further updates for it. Steam should apply these updates for you automatically, whether it is a Steam client beta (it will ask you to restart), or a game beta (they'll be applied the next time you run the game or restart Steam). If you encounter any bugs, please report them to us according to the guidelines on the Beta page for that particular program.
When the beta you have selected ends, Steam will let you know, and automatically clear the selection for you, then ask you to restart the Steam client.
=== Manual opt-out ===
If you encounter a problem with the beta and are unable opt-out of it using the Settings dialog, you can clear the selection by deleting all the values in HKEY_CURRENT_USER\Software\Valve\Steam\Beta in the Windows Registry.
Linux and Mac users can navigate to ~/.steam/steam/package/ and delete the "beta" file.
You can also opt out by launching Steam with the launch parameter, provided that the last client update was successful: -clearbeta
=== Current Betas ===
* publicbeta (Steam Beta Update)
* steamdeck_stable (Steam Deck Stable)
* steamdeck_publicbeta (Steam Deck Beta)
== See also ==
* :Category:Betas
Category:Steam
Binary VDF

Binary VDF is a binary version of the text-based KeyValues format.
In C++, Binary VDF can be read using the function KeyValues::ReadAsBinary.
The format of Binary VDF is a simple repetition of a byte (type), a string (name), and the data based on the type byte. The file ends with one final byte with a value of 11 (0x0B).
The types are:
# 	Type 	Data Format
0 	TYPE_NONE 	a nested Binary VDF document
1 	TYPE_STRING 	a null-terminated byte string
2 	TYPE_INT 	a 32-bit little-endian signed integer
3 	TYPE_FLOAT 	a 32-bit little-endian IEEE-754 single-precision floating point number
4 	TYPE_PTR 	a 32-bit pointer; not generally useful for applications of KeyValues that require serialization
5 	TYPE_WSTRING 	a 16-bit little-endian signed integer representing the number of characters in the string (not including null terminator), followed by that many little-endian UCS-2 codepoints. (Note: Valve's implementation of KeyValues in Source SDK 2013 does not support this.)
6 	TYPE_COLOR 	an RGBA8888 color, consisting of one byte each for red, green, blue, and alpha, in that order
7 	TYPE_UINT64 	a 64-bit little-endian unsigned integer
8 	TYPE_COMPILED_INT_BYTE	an 8-bit signed integer, converted to TYPE_INT when read. (Note: Valve's implementation of KeyValues in Source SDK 2013 does not support this.)
9 	TYPE_COMPILED_INT_0 	no data bytes; represents a TYPE_INT set to 0. (Note: Valve's implementation of KeyValues in Source SDK 2013 does not support this.)
10	TYPE_COMPILED_INT_1 	no data bytes; represents a TYPE_INT set to 1. (Note: Valve's implementation of KeyValues in Source SDK 2013 does not support this.)
11	TYPE_NUMTYPES 	not actually a type; this "type" has no name or data and represents the end of a binary VDF document.