nyuuzyou/wikis huggingface dataset:
Info placement helper

It snaps portals to a position: If a player fires a portal within this entity's radius, the portal will automatically be repositioned at this entity's origin. After that, the portal may still be pushed away by other open portals. Map-placed entities are unaffected by this entity.
Each placement helper does this at most once every 3.5 seconds by default. This way, the player is free to accept or deny the placement helper. However, if the keyvalue Force Placement is set to Yes, there is no such "cooldown" and a portal will always snap such that the player has no choice.
This entity needn't be placed in a perfect distance to a surface but 0-8 units are good practice. Pay attention that a placement helper doesn't interfere with a different one.
If the keyvalue Use helper's angles is set to No, this entity's orientation doesn't matter. Otherwise, refer to the images on the right. This entity allows for the placement of funkily rotated portals which are normally impossible.
==Keyvalues==
:
==Inputs==
==Outputs==
Info player combine

right | 300px
__TOC__
==Entity description==
Represents a spawn point of a player on the Combine team during a team deathmatch game in Half-Life 2: Deathmatch.
==Keyvalues==
==See also==
* info_player_rebel
* info_player_deathmatch
* info_player_start
* info_player_marine
* info_player_scientist
* game_player_equip
Category:Player spawn entities
Info player coop

right | 300px
 It defines the player spawn point.
__TOC__
==Entity description==
This entity is used to differentiate from other spawn points like info_player_start present in Half-Life 2 maps for modifying purposes when mounting games into Synergy. If no info_player_coop exists, info_player_start will be used as the fallback.
==Keyvalues==
==Inputs==
==See also==
*Synergy Entity List
*info_spawn_manager
*info_global_settings
Category:Level Design
Info player counterterrorist

== Usage ==
These entities are spawn points for either Terrorists or Counter-Terrorists.
=== Number of entities ===
At least one of each should be placed for each team member. Standard maps use between 16 and 32 spawn points.
The number of these entities limits the number of players on the corresponding team! If there are 5 info_player_terrorists, there cannot be more than 5 players on the Terrorist's team! This is a possible cause for Team is full! errors.
=== Map placement ===
Like every player spawn entity, its origin should be placed
* at least 16 units above the ground,
* more than 32 units away from each other,
* more than 16 units away from surrounding walls and
* not intersecting with any solid geometry,
otherwise the spawn point can become invalid, effectively behaving as if it didn't exist.
Invalid spawn points are reported in the console when the map is loaded, for example: Invalid terrorist spawnpoint at (<x>,<y>,<z>). These lines can easily be found in the console using and .
Unlike and spawn point entities, spawn point entities will intersect the ground if not placed a couple of units above it.
== Keyvalues ==
== Inputs == 
== Gallery ==
File:terrorist.jpg| Terrorist model.
FIle:counterterrorist.jpg| Counter-Terrorist model.
==See also==
* info_player_start
* info_armsrace_(counter)terrorist
* info_deathmatch_spawn
* game_player_equip
Category:Non-internal entities
Category:Source base entities
Category:Entities
Category:Counter-Strike: Source entities
Category:Counter-Strike: Global Offensive entities
Category:Counter-Strike 2 entities
Category:Player spawn entities
Info player deathmatch

==Entity description==
Represents a spawn point of a player during a free-for-all deathmatch game. 
==Keyvalues==
==Inputs==
==See also==
* info_player_combine - spawn point for combine team in multiplayer.
* info_player_rebel - spawn point for rebel team in multiplayer.
* info_player_start - general singleplayer spawn point.
* info_player_scientist - spawn point for scientist team in multiplayer.
* info_player_marine - spawn point for HECU team in multiplayer.
* info_observer_menu - spawn point for spectators in multiplayer.
* game_player_equip - gives weapons to players.
Category:Player spawn entities
Info player equip

It manages the players' equipment.
==Entity description==
Entity that will give players any equipment specified by it's key values (in the form of 'entity_classname' 'number_of_items'). This entity replaces the functionality of the game_player_equip. The Enabled/Disabled states control whether or not players will spawn with its contents, they can still receive it with EquipPlayer and EquipAllPlayers Inputs, however.
==Keyvalues==
:* 0 : Start Disabled.
:* 1 : Start Enabled.
===Equipment Options===
Items
Key 	Value	Memo
item_suit 	0/1 	H.E.V. Suit
item_armor	1-100	H.E.V. Suit's Powerarmor
Half-Life 2 Weapons
Key 	Value
weapon_crowbar 	0/1
weapon_stunstick 	0/1
weapon_pistol 	0/1
weapon_357 	0/1
weapon_smg1 	0/1
weapon_ar2 	0/1
weapon_shotgun 	0/1
weapon_crossbow 	0/1
weapon_frag 	0/1
weapon_rpg 	0/1
weapon_slam 	0/1
weapon_physcannon	0/1
Synergy Weapons
Key 	Value
weapon_deagle	0/1
weapon_mp5k 	0/1
weapon_mg1 	0/1
Ammo (x = number of additional clips)
Key 	Recommended Value
ammo_pistol 	18x
ammo_357 	6x
ammo_smg1 	45x
ammo_smg1_grenade	0-3
ammo_ar2 	30x
ammo_ar2altfire 	0-3
ammo_buckshot 	6x
ammo_xbowbolt 	1x
ammo_grenade 	0-4
ammo_rpg_round 	0-3
ammo_slam 	0-3
==Inputs==
==Outputs==
==See also==
*Synergy Entity List
Category:Level Design
Info player logo

thumb | right | 300px | info_player_logo in Hammer. The face is a reference to Gordon Freeman.
==Entity description==
This is for background maps in multiplayer games. All players will spawn here, and there will be no class menu, team menu, or HUD. Use info_player_start in singleplayer games.
 This is for logo maps for demos. Don't use it if there shall be gameplay on the map, otherwise all human players will be stuck with the orientation of this entity and they cannot move nor shoot. Gameplay is impossible.
==Keyvalues==
Category:Player spawn entities
Info player marine

==Entity description==
Represents a spawn point of a player on the HECU team during a team deathmatch game in .
==Keyvalues==
==Inputs==
==See also==
* info_player_scientist - spawn point for scientist team in multiplayer.
* info_player_deathmatch - general multiplayer spawn point.
* info_observer_menu - spawn point for spectators in multiplayer.
* info_player_start - general singleplayer spawn point.
* info_player_combine - spawn point for combine team in multiplayer.
* info_player_rebel - spawn point for rebel team in multiplayer.
* game_player_equip - gives weapons to players.
Category:Player spawn entities
Info player ping detector

It detects Coop players' pings, and optionally aims a at the ping location. Used in the campaign for the ping-controlled portal guns at the start of the calibration course.
See for the entity that detects pings within a specific area.
==Keyvalues==
:* 1 : Both
:* 2 : Orange
:* 3 : Blue
:* 0 : Disabled
:* 1 : Enabled
==Inputs==
==Outputs==
Info player rebel

right | 300px
__TOC__
==Entity description==
Represents a spawn point of a player on the rebel team during a team deathmatch game in Half-Life 2: Deathmatch.
==Keyvalues==
==See also==
* info_player_combine
* info_player_deathmatch
* info_player_start
* info_player_marine
* info_player_scientist
* game_player_equip
Category:Player spawn entities
Info player scientist

==Entity description==
Represents a spawn point of a player on the Scientist team during a team deathmatch game in .
==Keyvalues==
==Inputs==
==See also==
* info_player_marine - spawn point for HECU team in multiplayer.
* info_player_deathmatch - general multiplayer spawn point.
* info_observer_menu - spawn point for spectators in multiplayer.
* info_player_start - general singleplayer spawn point.
* info_player_combine - spawn point for combine team in multiplayer.
* info_player_rebel - spawn point for rebel team in multiplayer.
* game_player_equip - gives weapons to players.Category:Player spawn entities
Info player start

It indicates the position and facing direction at which the player will spawn. If there isn't at least one spawn entity, most mods will usually spawn the player at (0, 0, 0) (worldspawn).
== Keyvalues ==
== Flags ==
== See also ==
* info_player_combine, info_player_rebel, info_player_deathmatch
* info_player_scientist, info_player_marine, info_observer_menu
* info_player_counterterrorist, info_player_terrorist
* info_player_allies, info_player_axis
* info_player_teamspawn
* info_survivor_position
* info_coop_spawn
* game_player_equip
Category:Player spawn entities
Info player start (GoldSrc)

__NOTOC__
==Entity description==
An info_player_start is used to define where the player will spawn in a map in single player. Only one info_player_start can be used in a level. If more than one exists, the one placed first will be used. Unlike most point entities used for spawning, the info_player_start is not affected by gravity, meaning if the entity is placed mid-air in the editor it will be placed mid-air in the map, resulting in the player spawning and falling from it.
==Key Values==
==Flags==
Category:Entities
Category:Half-Life
Category:Half-Life Entities
Info player teamspawn

thumb|right|200px|A player spawn point, it uses the same model from Half-Life 2.
This entity marks the spawn point for Team Fortress 2 players.
A standard map should have at least 16 spawnpoints per respawn room, to account for a normal maximum team size on a server with the maximum player count raised to the maximum allowed value.
 
==Keyvalues==
:* 0 : Not Valid
:* 1 : Loser
:* 2 : Winner
:* 0 : Normal
:* 1 : Triggered
==Flags==
==Inputs==
== See Also ==
* 
Category:Player spawn entities
Info radar target

Radar target spot for the prop_vehicle_jeep in Episode 2. The target will be shown up in the Monitor inside the car. 
==Keyvalues==
* 
* 
* 
* Effective Radius <integer>
: How close the Jalopy must be to detect this beacon. If this radius is -1, the range is infinite. (Default 6000)
* Mode
:
Literal Value	Description
0 	Default
1 	Sticky, once detected, ignore effective radius.
* Type
:
Literal Value	Description
0 	Generic Citizen Beacon
1 	Magnussen RDU Beacon
2 	Dog
3 	Ally Installation
4 	Enemy Dot
5 	Big Enemy Dot
==Inputs==
* 
* 
* 
==Outputs==
* 
== See Also ==
Half-Life 2 Vehicles
Category:Vehicle Entities
Category:Half-Life 2: Episode Two Entities
Info radial link controller

It automatically severs node connections that pass through its radius. If it moves, it will restore those connections.
It is useful when parented to large movable objects (physical props like cars), as it will make the AI circumvent the parent object rather than bump into it cluelessly. 
Its radius should therefore be set to correspond with the parent object's dimensions.
For example, this setup was used in (where the entity was first added), parented to various cars in the Lowlife chapter.
== Keyvalues ==
== Inputs ==
== Outputs ==
Category:AI
Category:Node entities
Info remarkable

An object in the world such that characters seeing it will speak a TLK_REMARK concept. This entity can be placed with the Commentary Editor 
__NOTOC__
== Keyvalues ==
== Convars == 
== Usage ==
Info_remarkable in official maps can be found in the commentary text file located in the maps directory within pak01_dir.vpk. commentary files can be found in the maps folder of the Left 4 Dead installation for Left 4 Dead (No VPK extraction necessary).
== FGD Enhancement ==
To help with placement of the info_remarkables you can add radius visualisation in hammer by editing the info_remarkable fgd entry to the following
 @PointClass base(Origin,Targetname) sphere() = info_remarkable : "An object in the world such that characters seeing it will speak a TLK_REMARK concept"
[
	contextsubject(string) : "Subject context" : "" : "Text to put in the SUBJECT context of the TLK_REMARK fired upon sighting this object."
	radius(string) : "Mock Radius for Origin Placement" : "500" : "Allows you to set a mock radius to determine origin placement on info_remarkables based off their associated Remark radius"
]
== See also ==
* logic_choreographed_scene
* logic_scene_list_manager
* GCFScape
* Response System
Info snipertarget

An will take shots at this target, but only if told to, using inputs available to that entity. The info_snipertarget has parameters to alter the behavior while aiming and shooting.
To make the sniper take shots at a moving target, you'll need to parent the info_snipertarget to that target, but this appears to be bugged.
See for multiple examples of its use.
==Keyvalues==
==Flags==
==See also==
* 
*, a similar entity that can be used by other NPCs as well.
Info spawn manager

It manages the player spawn locations.
==Entity description ==
This entity is used to update checkpoints (info_player_coop) as the map progresses, players killed will respawn at the currently active checkpoint if static spawning is enabled (see info_global_settings). Also can regroup players using MovePlayers and TeleportPlayers Inputs.
==Keyvalues ==
==Inputs==
; SetCheckPoint <string>
: Enables the named info_player_coop as the current checkpoint entity and disables all others.
; TeleportPlayers <string>
: Teleport all players immediately to the specified info_teleport_destination entity, regardless of free move area.
==Outputs==
==See also==
*Synergy Entity List
*info_player_coop
*info_global_settings
Category:Level Design
Info survivor position

It defines a point where specific survivors can be moved to and locked/unlocked in place by the through the info_directors input/outputs.
It is useful for creating introduction sequences that make use of cameras, as it allows you to guarantee where a survivor will not only be standing, but also allows you pick any animation to play, and to use so that it can zoom in on a particular suvivors head, regardless of the difference in height for each survivor. This is important for creating professional looking cutscenes. Such as map intro and outro sequences.
== Keyvalues ==
== Inputs ==
=== Related inputs of ===
: 
: 
=== Related inputs of ===
=== Related inputs of trigger_finale ===
== See also ==
* 
* 
*
Info target

It can be used by many different entities, and is a great generic target for any entity that needs to point, shoot, look at, or walk to a specific target. 
It is primarily used for a target for other entities, similar to an info_null. An info_null is preferable to use as a point at target for lights, because an info_null is removed on map spawn, whereas an info_target remains. This entity can be placed with the Commentary Editor for changing the players view angles & position during a commentary.
== Keyvalues ==
== Flags ==
== See Also ==
* 
*
Info target vehicle transition

This entity is intended to force vehicles to teleport to this spot when they are sent the OutsideTransition input (which is automatically sent by if the vehicle is outside of it when a level change is meant to occur).
Since all vehicles (including ones from Half-Life 2, since Episode 1) can be sent the OutsideTransition input by the map designer, this entity can be used for other purposes as well.
==Keyvalues==
==Inputs==
Info territory control barracks

info_territory_control_barracks is a point entity in Counter Strike Source. It is likely linked to the cut "Territory Control" game mode, about which little is known. We do know that the basic gameplay would have consisted of capturing various bases in a map. The "barracks" mentioned in the entity name is likely in reference to one of those bases. However, because much of the details of the "Territory Control" game mode is unknown, not much information can be gleaned from this entity.
Info texlights (GoldSrc)

info_texlights is a point entity available with Zoner's Half-Life Tools and modern forks such as Vluzacn's Half-Life Tools.
== Entity description ==
It works similarly to a RAD file by allowing textures to emit light. Texlights are defined through its key values, where the key is the name of the texture to emit light from, and the value is the color and intensity of the light. For example, a keyvalue pair with the key and the value would make the texture LIGHT1 emit a red light. Alternatively, a single number can be used, in which case the light color is automatically determined by the average color of the texture.
Category:Entities
Category:Half-Life
Category:Half-Life Entities
Category:Third Party Tools
Info vehicle spawn

It spawns a vehicle for each player. Using an 'ownership' method, players will 'own' the first vehicle they enter, thus preventing other players from using it if the player were to exit it later on. Unoccupied vehicles will appear translucent to players who do not 'own' it.
==Keyvalues==
: 0 : Jeep
: 1 : Airboat
: 2 : Jalopy
: 3 : MP
==Inputs==
==Outputs==
==See also==
*Synergy Entity List
Info zombie border

It prevents any A.I. controlled infected to spawn behind it. If infected already exists before its spawned or re-enabled, the infected will discard themselves through deletion or suicide. The criteria to be behind this entity is only by position, so Line of Sight is not required.
This is an aggressive way to prevent infected spawning, use with caution.
__NOTOC__
== Keyvalues ==
== Inputs ==
==Uses in official maps==
The following maps use info_zombie_border.
; c3m1_plankcountry
* Named asno_zombies_east_river. Placed at where the ferry stops at after when the survivors start it, with its back facing the other side of the river.
** Receives aDisableinput when the ferry is started, allowing infected to spawn at the other side again.
== See also ==
* Quick video demonstration of how info_zombie_border works
* 
*
Info zombie spawn

It is used to spawn a zombie manually. Generally, it is recommended to leave zombie spawning to the AI Director, however there may be uses for it, such as spawning a Tank in a train car like in The Sacrifice.
__NOTOC__
== Keyvalues ==
:*0: No
:*1: Yes
== Inputs ==
== Outputs ==
== See also ==
* - An alternative entity for spawning common, special, and boss infected
* Left 4 Dead Infected Populations
Infodecal

It is used to place a static decal in a map.
It is the entity created when the Decal tool is used. It places a texture on any surface, with transparency if the texture being applied supports transparency. In , these textures were indicated by being in decals.wad, while in , they are indicated by the material parameter and typically placed in the decals/ texture folder. When needed, an overlay can be used for more control over the applied texture. For example, an infodecal cannot be resized, or rotated, while an overlay can; however, overlays cannot be applied dynamically.
 
== Keyvalues ==
:
== Inputs ==
== See also ==
* Creating Decals
* Hammer Decal Tool and Hammer Overlay Tool
* 
*
Infra button

== Entity Description ==
It is a brush entity designed to be player-usable button. It is a mix between a door, a button and a rotating button.
== Keyvalues ==
== Flags ==
*1 : Starts Open - OBSOLETE, use 'Spawn Position' key instead
*4 : Non-solid to Player
*8 : Passable
*32 : Toggle
*256 : Use Opens
*512 : NPCs Can't
*1024 : Touch Opens
*2048 : Starts Locked
*4096 : Silent
*16384 : Can be held down
== Inputs ==
== Outputs ==
Insects Infestation

== Overview ==
 Insects Infestation takes you into the role of a single unit in an epic battle between three terran species more commonly known as ants, termites and wasps. In these great social structures you will combat the other species to ultimate victory.
When you enter as a player, you will have the choice of either becoming a worker or a soldier for your respective species. The objective of the worker ants will be to gather resources and to fortify the defenses with numerours types of structures. The soldiers objective is quite given, a simple matter of search & destroy. 
These two starting classes will eventually be able to evolve into upper classes using earned experience or gathered resources. Each team/species has a variety of classes, including the worker and soldier. 
== Gameplay Modes ==
The goal in most maps will be to slay the opponents' Queen, but there are other gameplay modes for everyone's liking.
;Default Mode: Each team must gather resources and kill the opponent's queen. The game will end when the opponent's queen is killed or the timer in the server is elapsed.
::*You can gather resources
::*You can contruct structures
::*Resources is used to upgrade your insect
::*Resources is used to contruct new structures
;Training Mode: This mode is more a simple version of the default mode which helps new players to understand how a specific insects work. The objective is similar to the default mode, you must kill the opponent's queen but you cannot gather resources.
::*You cannot gather resources
::*You cannot contruct structures
::*Experience points is used to upgrade your insect
;Firefly Mode: Conquest/Capture mode. The objective is to take control of all Fireflies in the map. When a firefly is captured the firefly glow with the team color ANTS=Green, TERMITES=Brown and WASPS=Yellow.
::*You cannot gather resources
::*You cannot contruct structures
::*Experience points is used to upgrade your insect
;Egg Mode: Capture the flag style gameplay. The objective is to capture all of the enemy team's eggs.
::*You cannot gather resources
::*You can contruct structures
::*Experience points is used to upgrade your insect
::*Experience points is used to contruct new structures
;Assault Mode: The attacking team must complete several secondary objectives (in a specific order or not) to reach the primary objective and complete it for victory. The defending team must prevent the attacking team from completing the objectives.
::* You cannot gather resources
::* You cannot contruct structures
::* Experience points is used to upgrade your insect
== More Info ==
* Official website (defunct)
*
Installing Source 2 Bootleg Tools for Aperture Desk Job

Download the zip file provided here
https://www.moddb.com/games/aperture-desk-job/downloads/aperture-desk-job-bootleg-tools
Follow only the steps shown in the 1st image below (the crossed ones are not working properly):
https://cdn.discordapp.com/attachments/1096362105004888145/1096428524207882260/image.png
1. Don't do the Step1
2. Do Step2 (download their file and extract it in Aperture Desk Job directory). Override the files if it ask you to override some files
 - The result should look like the 2nd image
 - https://cdn.discordapp.com/attachments/1088220169555415123/1113200180892799118/image.png
3. Do Step3 if you want (it's optional)
4. Dont do the Step4 they mention , 
 - Instead, use GCFScape, to extract manually the content, from the vpk: Aperture Desk Job/game/core/pak01_dir.vpk
 - Extract the directories from the vpk into the core directory, like shown in the 3rd image
 - https://cdn.discordapp.com/attachments/1088140213496328195/1095013138518253638/image.png
5. The end result should be the 4th image
 - https://cdn.discordapp.com/attachments/1088220169555415123/1113200181224161421/image.png
6. You can now launch start_testbed_tools.cmd to start the tools and to use Hammer Source2
Category:Tutorials