nyuuzyou/wikis huggingface dataset:
Getpos

is a console command available in all games. It prints the local player's position and view angle in the console in XYZ tuples.
The output format is "setpos <x> <y> <z>;setang <pitch> <yaw> <roll>".
The setpos and ;setang parts are for convenience; These are also console commands used for setting the player position and viewing angle. This lets the user copy the entire output line and paste it back into the console if they want to go to that exact spot again.
A typical output looks like this:
If you don't want the setpos and setang in the output, use spec_pos.
Console Command and Usage	Description
 	Prints the local player's eye position and angles. Invoking the output will put a spectator into the same position.
 	Prints the local player's origin and angles. Invoking the output will put any player into the same position.
 	Equivalent to .
 	Equivalent to and respectively but prints the values in the format "spec_goto <x> <y> <z> <pitch> <yaw>" and with just one decimal place for each of the five numbers. The roll value is omitted. Does not print the prefix "spec_goto".
 	Equivalent to and respectively but prints the values in the format "spec_goto <x> <y> <z> <pitch> <yaw>" and with just one decimal place for each of the five numbers. The roll value is omitted. Does not print the prefix "spec_goto".
 	Moves the local player's origin to the specified coordinates. The resulting eye position may be higher.
 	Snaps the local player's eyes and orientation to the specified angles.
 	Equivalent to setpos or setang respectively, but will automatically enable noclip if moving to a position that would make the player become stuck inside something or when teleporting outside of the map. Entities such as triggers, children and even the player entity itself will acknowledge when this command is used and may react to its use.
 	Equivalent to setpos or setang respectively, but will automatically enable noclip if moving to a position that would make the player become stuck inside something or when teleporting outside of the map. Entities such as triggers, children and even the player entity itself will acknowledge when this command is used and may react to its use.
: 	Moves the specified player to the specified origin, like .
Console Variable	Description
 	If non-zero, draws the local player's current eye position, angles and velocity at the top of the screen.
Getting Started

Most of the Source SDK applications including Hammer are found in the game's folders, following the SteamPipe update for Source engine games.
* Go to Steam’s Library tab (1), right click your game (2), hover over Manage to expand more options (3), and click Browse Local Files (4).
* From there, double click your game's /bin folder to view it (5).
* Find (or run if the latter doesn't exist) in this folder and double click it (6). This will launch Hammer, the level editor for Source.
* From the File menu, select New:
* An empty map will appear.
Category:Level Design
Category:Tutorials
Getting Steam and Source 1 & 2 on Arch Linux

In this tutorial we will show how to set up and & On , We will assume you have set up a full install of with a graphical interface such as KDE plasma you can go here for a guide on how to set that up.
== Downloading proper drivers ==
Depending on the graphics card you own you will need to download special drivers for go here for a table of graphics cards and their open source and proprietary drivers
== Downloading Steam (Flatpak) ==
To install steam we will be using flatpak. First open your command prompt (konsole,ect) and type the following,
$ flatpak --user remote-add --if-not-exists flathub https://dl.flathub.org/repo/flathub.flatpakrepo
$ flatpak --user install flathub com.valvesoftware.Steam
$ flatpak run com.valvesoftware.Steam 
If you encounter errors with asian languages open command prompt and type
 $ flatpak run --filesystem=~/.local/share/fonts --filesystem=~/.config/fontconfig com.valvesoftware.Steam 
== Downloading Steam (Pacman) ==
To install steam we will be using Arch linux and its pacman command. First we will enable the multilib now by opening the pacman.conf file located at /etc/pacman.conf open it with your editor of choice and uncomment the [multilib] section, than save. Now you will open your command prompt (konsole,ect) and type the following,
$ su root 
(your root password)
$ sudo pacman -Syu
 
Wait until it finishes downloading and close the window. We will than open the command prompt and type the following,
 
$ su root 
(your root password)
$ sudo pacman -S steam
 
== Downloading Source SDK ==
First install Source SDK multiplayer or singleplayer 2013, You should be able to launch it and use the SDK if not, go to the settings for the SDK and look for the compatibility option, choose to use the most recent version of Proton available. If both do not work try using older versions of the SDK, make sure to report bugs to the proper places.
== Downloading Source 2 SDK ==
Currently there is no standalone Source 2 SDK, however most of Valve's games on the engine have a SDK built in, but they are accessed in differing ways below is how to install them and launch them.
Source 2 Game	How to Install
 	Install base HL:A, than click on the game settings in Steam, go to DLC for the SDK and Click install, go back to the Steam games page and click play, a prompt will come up and select Half Life: Alyx Workshop tools,Than press play.
 	Install base CS:2, than click on the game settings in Steam, go to DLC for the SDK and Click install, go back to the Steam games page and click play, a prompt will come up and select Counter Strike:2 Workshop tools,Than press play.
Category:Linux
Getting started in the Hammer editor for TTT!

== How I get and setting up Hammer? ==
# Go to: \steamapps\common\GarrysMod\bin\hammer.exe
# Go to Options
# Create a new Configuration with name "TTT" 
# Select Game Data files: \steamapps\common\GarrysMod\bin\garrysmod.fgd and \steamapps\common\GarrysMod\garrysmod\gamemodes\terrortown\ttt.fgd
# Set Default PointEntity class to: info_player_deathmatch
# Set Game Executable Directory to \steamapps\common\GarrysMod and Game Directory to \steamapps\common\GarrysMod\garrysmod
# Go to Build Programs and set all Values from Gmod to TTT.
# In the last line \steamapps\common\GarrysMod\garrysmod\maps
== Mappping ==
=== Important ===
Made your maps in , here is the Counter-Strike: Source Level Creation
Getting the portalgun at the start of map correctly

==Introduction==
When transitioning through levels, you don't want the player to hear the portalgun upgrade sound or see a portalgun coming from nowhere when loading a new map from a level transition. This guide will show you how to fix that.
==Creating==
1. Create a weapon_portalgun entity and position it inside the info_player_start or where the player spawns and set its name to portalgun.
2. Create a point_template and set its name to portalgun_template and set template 1 to portalgun.
3. Create a logic_auto entity and enter the following properties:
::
My Output >	Target Entity 	Target Input	Parameter	Delay	Only Once
OnNewGame 	portalgun_template	ForceSpawn 	<none> 	0.00 	No
The portalgun should now only spawn when you load directly into the map and won't spawn when using level transitions.
Category:Portal
Category:Level Design
Category:Tutorials
Ghost

It creates a ghost that will move in the direction it is facing then disappear after a few seconds. It will spook any players that go near it and will change direction to avoid collision with walls or props.
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
==FGD Code==
 @PointClass base(BaseNPC, EnableDisable, TeamNum) 
 	sphere(fademindist)
 	sphere(fademaxdist)
 	color(0 200 200)
 	line(255 0 0, targetname, enemyfilter)
 	line(255 255 255, targetname, target)
 	studio("models/props_halloween/ghost.mdl")
 = ghost: "Ghost" []
Category:NextBot Entities
Giant Fan (Portal 2)

The Giant Fan is a BTS (Behind the scene) decoration Used in the co-op built in to the game. The fan in the game is purely decorative and, is used to "push a lot of air". Use the fan with Pneumatic diversity vent, Maintenance lifts, catwalks, and test chambers for the BTS Scenes.
== Creating a Giant Fan ==
1. Select the new brush tool on your left, on the toolbar to your right change Cube --> Cylinder using the drop down menu. Next set the Number below that, to 18.
:
2. Next draw a 1056 x 1056 cylinder, make it at Least; 220 thick.
(Remember: this is in units [Default])
:
3. Push it into the wall that you want to put a fan in, the top should be slightly protruding with the wall. Right click and press carve.
:
4. place down three props; Three static, one dynamic. the dynamic will be the fan itself, search "Fan" in the Model browser, it is the white, huge one. The other two parts will be the fan rims, and supports. position these in a way that you see fit. Name the dynamic prop: Fan Blades.
5. Inorder for the fan to spin; create a small 10 x 10 brush, (Nodraw texture), and press Ctrl + T. This will tie it to a entity, type in func_rotating. In the flags tab, check the axis box that corresponds to your fan direction. x -> horizontal y/z -> for vertical. Next move this brush to just behind the center of the fan blades, the last step is to name this entity; Fan Rotator.
6. In order for the blades to spin they have to be parented to the func_rotating, This can be done by typing the name of the fan's blades (Fan blades) into the func_rotating's parent field that you named earlier, This will cause the fan to rotate In game.
7. The last step is to add a sound to the func_rotating's "Sound when moving" Field near to the parent Field.
Category:Portal 2
Category:Portal 2 Level Design
Gib

This an entity that is produced when another entity is killed or destroyed. Common examples are npc_cscanner and npc_clawscanner from which produce entities when they are broken, each gib resembling part of them. Gibs can be picked up and thrown just like 
==Entities which produce entities upon death==
========
:*npc_cscanner
:*npc_clawscanner
:*npc_helicopter (random number of gibs along with 3 )
:*npc_barnacle
:*prop_vehicle_apc (random number of gibs along with 5 )
Give

give is a console command that gives the player (or, rather, spawns beneath their feet) any specified entity.
This command requires sv_cheats 1 in multiplayer games like Team Fortress 2, but not singleplayer games. Valve did not mark this as a cheat in Portal 2, and it allows for some very clever uses in challenge mode.
==Syntax==
give ENTITY
In Half-Life 2, give weapon_rpg will spawn a rocket launcher under the player (which they will usually immediately pick up).
==See also==
*, a command like give, but things spawn where the player is looking.
*:Category:Weapons - A list of Half-Life 2 weapons.
*:Category:Items - A list of Half-Life 2 items and ammo.
*:Category:Counter-Strike:_Source_Entities - A list of mostly Counter-Strike: Source weapons and ammo.
Giving an NPC Memory

== Entity memory ==
=== Enemies ===
==== Current ====
An NPC's current target is managed with these functions:
; bool ChooseEnemy()
; void SetEnemy( CBaseEntity *pEnemy, bool bSetCondNewEnemy )
; CBaseEntity* GetEnemy()
; CBaseCombatCharacter* GetEnemyCombatCharacterPointer()
; float GetTimeEnemyAcquired()
: Gets and sets the current enemy and the time at which they were acquired. Choosing is preferred over setting.
; void OnEnemyChanged( CBaseEntity *pOldEnemy, CBaseEntity *pNewEnemy )
: Callback, by default does nothing.
==== Available ====
The list of available enemies is managed by the CAI_Enemies class. Crucially, the same CAI_Enemies object is shared between all members of a squad.
; void UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer )
: Adds or updates an enemy.
; Vector GetEnemyLKP()
; float GetEnemyLastTimeSeen()
: The last position/time at which data on this enemy was updated.
; void MarkEnemyAsEluded()
; bool EnemyHasEludedMe()
: Eluded enemies were seen, but are now at an unknown location. They are stored in enemy memory but not normally targeted.
=== Unreachable ===
; RememberUnreachable( CBaseEntity *pEntity, float duration = -1 )
: Causes the NPC to ignore the entity for the specified number of seconds. -1 means the AI's default, which is usually 3 seconds.
; IsUnreachable(CBaseEntity *pEntity)
: Test reachability.
== Memory Bits ==
Memory bits are flags which relate to the NPC's current state (for example, bits_MEMORY_SUSPICIOUS and bits_MEMORY_FLINCHED). See game/server/ai_basenpc.h for a full list.
;Remember(int iMemory)
;Forget(int iMemory)
: Set/remove a particular bit.
;HasMemory(int iMemory)
;HasAllMemories(int iMemory)
: Check whether one or more memory bits are set.
;CAI_SchedulesManager::GetMemoryID(const char *state_name)
: Modify this function to add support for extra memory bits in schedule definitions. You shouldn't need to call it yourself.
Category:AI Programming
Glass Light (Portal 2)

Glass Lights, more commonly known as Light Strips in Portal 2 replace the Recessed Lights from the original Portal. They are used in almost every Portal 2 test chamber and often are the main source of lighting along with Observation Rooms.
In this tutorial, you will learn how to create these light strips for your test chamber.
==Instances==
This is often much easier than creating every light strip manually. Create a hole to place the instance in. If your walls are thin, you will have to cover the sides in order to seal leaks.
There are various instances in the instances/lights folder. The relevant instances begin with light_panel_. 
 
==Manual Creation==
===Step 1===
Create a standard room.
===Step 2===
Cut a hole, 128 units wide, 32 units high, into the surfaces where you want your light strip(s) to go.
===Step 3===
Create a solid, also 128 units wide and 32 units high. Move it inside the hole you just cut, but retract it into the wall (watch out for leaks). Texture the face pointing inside the room with lights/light_panel_cool (or the neutral or warm variants). Texture the remaining faces with tools/toolsnodraw.
===Step 4===
Create a prop_static. Set its world model to models/props_lab/glass_lightcover.mdl and set 'Disable Shadows' to 'Yes'. Use it to cover up the hole inside the wall and rotate as needed.
===Step 5===
Create another solid, also 128 units wide, 32 units high, and 2 units thick. Move it on top of your light strip. Texture all faces with tools/toolsinvisible. Tie this brush to a func_portal_bumper.
===Step 6===
Another job well done. Rinse and repeat.
==Editing Brightness==
It is possible to edit the brightness of the light by selecting the Texture Application (Shift+A) and adjusting the "Texture scale" values of the light texture. The higher the numbers, the dimmer the light. For example, 2.0 is much darker than 0.25.
Image:Glass-light-bright.jpg|Three lights in a basic room with a texture scale of 0.25.
Image:Glass-lights-dim.jpg|Same room, but with the scale turned up to 2.0.
Category:Portal 2 Level Design
Category:Portal 2 Tutorials
Glass creation (GoldSrc)

This article will walk you through the process of creating a simple glass in the Valve Hammer Editor for the GoldSrc (Half-Life) engine.
== Breakable glass ==
# Open the texture browser
# Select a glass texture of your choice
# Create a brush
# Open the Object Properties window (highlight the brush and )
# Change the object class to func_breakable
# Ensure the Material type is Glass
# Change the FX Amount of the object to modify the transparency of the glass (1-255; 1 is fully transparent, 255 is fully opaque)
# (optional) Change the Strength of the object to modify the amount of damage required to break the glass (higher value is higher "health" of the glass)
# (optional) Change Gibs Direction from Random to Relative to Attack
# (optional) Change the Render Mode to Additive (from Texture) to change the appearance
== Unbreakable glass ==
# Open the texture browser
# Select a glass texture of your choice
# Create a brush
# Open the Object Properties window (highlight the brush and )
# Change the FX Amount of the object to modify the transparency of the glass (1-255; 1 is fully transparent, 255 is fully opaque)
# (optional) Change the Render Mode to Additive (from Texture) to change the appearance
== External links ==
 (originally posted on the VERC; mirrored from the original on the TWHL Wiki)
Category:Tutorials
Category:GoldSrc Tutorials
Glass that starts out broken

This tutorial assumes you already know how to create breakable glass. If not, follow that tutorial first.__FORCETOC__
==First method==
This method consists on breaking the glass with the help of an explosion that occurs once the map is loaded.
*Make a with a frame around it (as if you are making a normal breakable window).
*Set up an in the middle of the window, then change the options as follows:
*Then in the flags tab, change the flags as follows: 
*Set up a near the env_explosion (it doesn't matter where you put it, but I recommend that you put it in a convenient place)
*Change the entity outputs for the logic_auto as follows:
*Then in the flags tab, change the flags as follows: 
*Test your map! When it loads the env_explosion will break the glass leaving the jagged glass edges on the side of the frame.
==Alternative method==
This method consists on setting the logic_auto entity to directly shatter the glass once the map is loaded, which eliminates the need of creating an explosion.
*Name the func_breakable_surf you created in step 2 above. Don't create the env_explosion , but do create the logic_auto.
*Change the entity outputs for the logic_auto as follows:
*Adjust the parameter above as desired. Changing the size of the third number (128) will change how much of the window is broken.
==Third method==
The two methods above will play a glass shattering noise on map load, and will likely force you to make a hole of some size in the pane. One last method is to create a new version of the "unbroken" texture, and make it identical to the "cracked" texture.
The glass is technically never broken in the first place, but looks like it. The only downside is that the glass may appear to be just a little oddly strong when hit by a small object or a bullet.
Category:Level Design
Category:Tutorials
Global actors

In some of Valve's games where the Source Engine is used, they do not use entity names for playermodels as it would cause problems having to specify every name of the actors from map editors. Valve solved this problem up by using global actors that is capable of "detecting" models for the specific actor.
This is used in features like Response Rules, for example, the Citizens have their genders specified in the global_actors.txt to make them play their responses specific to the gender ($gender is used here for the soundscripts, it can detect the models if they are marked as either "male" or "female", restricting the specified model to only play the sounds and responses specific to that gender). When done, it prevents having to make seperate soundscripts for both genders.
However, if, for example, a model that has no name specified (no "female" or male"), when used as the entity npc_citizen, they will randomly play the responses of the two genders because they lack it.
Glowing textures (GoldSrc)

== Brush textures ==
=== Emissive textures ===
* RAD files 
* info_texlights (added in ZHLT)
* light_surface (added in VHLT?)
=== Self-illuminated textures ===
* Texture rendermode
* Additive rendermode
* KV
* painting lightmaps in newbspguy
== MDL textures ==
* Additive rendermode (still affected by map lighting; set rendermode on entity if this is insufficient)
* Fullbright rendermode 
== Custom renderers ==
* Fullbright rendermode
Category:GoldSrc Glossary
Category:GoldSrc Textures
Glview

glview is a program that displays visleaves. It has been deprecated in the Orange Box (Source 2007) by Hammer's feature. Despite that, glview is still available for games made after Orange Box.
However, for those who are mapping with an older version of Source:
== Setting up ==
 You will need to use Expert compile mode for this, but it is not actually tricky.
#In Hammer, go to the Run Map menu (where you normally compile the map) and click the Expert... button at the bottom. The Run Map [Advanced] dialog will appear. Click Edit, New, type "GL View" (or whatever), hit Enter then click Close. "GL View" should now be in the drop-down list. Select it. Now press New.
#In the Command box type $bsp_exe, and in the Parameters box type -glview $path\$file.$ext.
#Enable Use Long filenames, Ensure file post-exists, and Use Process window. In the Ensure file post-exists box type $path\$file.gl.
#Click New again. Press the Cmds button and select Executable. Locate glview.exe (look in C:\Valve\Steam\SteamApps\username\sourcesdk\bin\ep1\bin\glview.exe) and Open it. In the Parameters box type -portals $path\$file.gl. Enable Use Long filenames and Use Process window.
#In the Compile/run commands box, make sure both items are checked. Also check Run with visible objects only.
When "GL View" is set up, it can be accessed through the Advanced run menu by selecting it from the drop-down list and clicking Go!. To get back to your regular compiling, click the Normal button. (Or you can set it up to do it from the Advanced dialog, but doing so is beyond the scope of this article.)
If successful, a strange window called "Camera View" should appear, with black/gray/white contents. This is glview showing you what your level looks like when the BSP program is done with it. You can use the WASD keys and the mouse to move around. By the way, use the Esc key to close glview; otherwise it might crash. Spend some time zooming around your level. Ignore the different shades of gray--they are not important. The white lines are the important part. You can control visibility of these lines by using L and B keys.
== See also ==
* PRT
Category:Level Design
God

This command makes you invincible, which means that you will not taking any damage at all. It requires to work.
In most games (aswell as ), simply type in the console to enable it. If it worked, a message will print to the console saying "". To disable it, type god again. It should say "" in the console.
In , players need to type in order to enable it, and to disable it.
==See also==
* , a similar command that allows the player to take damage until they're at 1HP.
Godrays settings

This entity dynamically changes some godrays settings for if triggered by the input. It should also affect entity, but due to the incorrectly specified class it does not work for this entity.
Represented by class CGodRaysSettings.
==Keyvalues==
==Inputs==
== See also ==
* - directional sun light with godrays only.
* - spawner of deferred point lights.
* - cinematic dynamic lens flare.
* - spot deferred light entity.
* - point deferred light entity.
* - entity that changes deferred light settings.
* - deferred cascade sun light entity.
* New Lights Editor - in game deferred lights editor.
* Effect flags - effects flags, some of them are dynamic light effects.
* BlackMesa XenEngine: Part 4 – Lighting & Shadows - page from Chetan (lead programmer for Black Mesa) about new lights.
* BlackMesa XenEngine: Part2 – How a Frame is Rendered - page from Chetan (lead programmer for Black Mesa) about how a frame is rendered.
* BlackMesa XenEngine: Part1 – Heavily Modified Source Engine page from Chetan (lead programmer for Black Mesa) about .
GoldSrc (25th anniversary)

Half-Life's 25th-anniversary update Increased engine limits, added Steam deck support and broke some mods but some were fixed through updates.
==Features==
*Steam deck support
* Steam Input support - Steam Input support was added to the game with the 's 25th Anniversary update, which allows the game to support more controllers and buttons.
* Rudimentary Shadows
*Software Renderer support on 
* Cycler and func_button entities can now be the entity target for scripted_sentence entities, and are allowed to speak in multiplayer.
*Incorporated func_vehicle entity support from , for mod-makers to use.
* Increased engine limits - Valve has increased engine limitations, allowing for more entities and detailed maps.
*Various bugs fixed - A large amount of bugs has been fixed, including the view bobbing present in the retail version of Half-Life, which was previously broken.