nyuuzyou/wikis huggingface dataset:
Asw marine

==Entity description==
This entity is the actual marine entity the player can "inhabit". 
It features two "modes", when it's "inhabited" by a player and when it's not. The main differences between those "modes" is which think function is called, and how much control the AI has on the marine. 
Some more information is provided here : Swarm C++ Code Overview
==== Using the think function ====
The think function of the marine entity work differently than the others. The actual Think funtion of the asw_marine entity is only called when the marine isn't "inhabited" by a player.
Here's a developer comment about this :
..\src\game\server\swarm\asw_marine.cpp - line 822
// think only occurs when uninhabited (in singleplayer at least, not sure about multi)
// this is because we're not calling BaseClass::PhysicsSimulate
void CASW_Marine::Think( void )
The bulk of the "think code" for the asw_marine entity is located in the CASW_Marine::ASWThinkEffects() function instead. It is called whether the player "inhabits" the marine or not.
Asw marker

==Entity description==
It creates highlighted areas on the ingame minimap and the briefing map to be used as markings for objectives. 
=== Usage ===
To create highlighted areas with this entity, you will need an objective first. Once you have that, define it as the markers target in the 'Objective Name' keyvalue and it will be visible ingame. To control it's size, use the 'Map Width' and 'Map Height' keyvalues. Note that these are measured in world units and are automatically fitted onto map, if it is applied correctly. 
Note also, that this entity is always the center of the map marking. So for example if you wanted to highlight a room on your map, you would have to place the marker in the exact middle of it room, and aplly the rooms size to the 'Map Width' and 'Map Height' keyvalues.
== Keyvalues ==
;Name:
:The name that other entities refer to this entity by.
;Entity Scripts:
:Name(s) of script files that are executed after all entities have spawned.
;Script think function:
:Name of a function in this entity's script scope which will be called automatically.
;Start Disabled:
:Wether this entity should start disabled or not.
:
;Objective Name:
:Name of the target object this is associated with.
;Map Heigth:
:Name of the target object this is associated with.
;Map Width:
:Name of the target object this is associated with.
== Inputs ==
;AddOutput
:Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care. 
:Format: <key> <value> 
:Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite> 
;FireUser1-4
:Fire the OnUser outputs; see User Inputs and Outputs. 
;Kill
:Removes this entity from the world. 
;Enable
:Enables this entity (which means sets visible ingame).
;Disable
:Disables this entity (which means sets invisible ingame).
;SetComplete
:Sets this entity invisble.
:
== Outputs ==
;OnUser1-4
:Fired in response to the FireUser inputs; see User Inputs and Outputs.
== See also ==
*List of Alien Swarm entities
*Swarm Objectives
Category:Alien Swarm Entities
Asw objective destroy goo

It creates an objective (including an entry in the objectives list) which requires the player to destroy a certain number of asw_alien_goo entities (or simpler: Biomass) to complete it.
== Keyvalues ==
;Name:
:The name that other entities refer to this entity by.
;Entity Scripts:
:Name(s) of script files that are executed after all entities have spawned.
;Script think function:
:Name of a function in this entity's script scope which will be called automatically.
;Objective Description Line 1-4:
:First 255 characters of the detail description for this objective.
:
;Marker Name:
:Name of the target object that pinpoints this objective's location in the level.
:
;Map Markings:
:Used to mark areas on the map per objective. Follows this format: BRACKETS [x] [y] [w] [h].
:
;HUD Icon:
:Icon displayed next to the objective name on the HUD.
;Icon 1-5:
:Icon displayed next to the map on the briefing.
;Objective Image: 
:Name a VGUI texture to show as a screenshot for this objective.
;Visible:
:Whether this objective is visible or hidden.
: 
;Num Goo:
:How many Alien Goo entities have to be destroyed for this objective to be complete.
:
== Inputs ==
;AddOutput
:Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care. 
:Format: <key> <value> 
:Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite> 
;FireUser1-4
:Fire the OnUser outputs; see User Inputs and Outputs. 
;Kill
:Removes this entity from the world. 
;SetVisible
:Toggles the visibility of an objective in the objectives list.
:
:
== Outputs ==
;OnObjectiveComplete
:Fires an outpout when the objective is set complete. 
: 
;OnUser1-4
:Fired in response to the FireUser inputs; see User Inputs and Outputs.
== See also ==
;List of Alien Swarm entities
;Swarm Objectives
Category:Alien Swarm Entities
Asw objective triggered

==Entity description==
This Entity creates an objective (including an entry in the objectives list) which can be set complete via an input fired from any entity, which allows the designer to practically create every kind of mission objective they like to.
== Keyvalues ==
== Inputs ==
== Outputs ==
== See also ==
*List of Alien Swarm entities
*Swarm Objectives
Category:Alien Swarm Entities
Asw order nearby aliens

==Entity description==
It is used to issue one or more orders to nearby aliens of a specified type.
Recommendations:
* Useful for moving specific aliens to points in the level in one manner or another. 
* It can be used to force aliens to retreat, via the 'Alien Orders: (Move To)' property.
* Can be used to simulate alien intelligence or interesting behaviour. ex. Retreating or flanking behaviour when a marine activates a remote turret.
== Keyvalues ==
== Inputs ==
== Outputs ==
Asw parasite

The parasite is a unique enemy which latches onto targets to multiply itself. It is capable of latching onto both the player marine characters as well as the unused . After it latches onto a target, it can only be killed if the host survives the infestation period, which is normally only possible by healing the host.
Parasites often spawn from hatched s, although they can be spawned manually like any other alien.
=== asw_parasite_defanged ===
Parasites also have a unique subclass called asw_parasite_defanged which is normally spawned by . However, because it was only designed for this purpose, it is not in the FGD by default.
Defanged parasites have less health than regular parasites and they deal damage the instant they touch an enemy (similar to headcrabs from the Half-Life series), after which they die. They are referred to as "xenonites" or "harvestites" in-universe and have a pinkish appearance.
Since they're not designed as permanent enemies, defanged parasites are hardcoded to die 60 seconds after spawning.
==Keyvalues==
==Flags==
==Inputs==
==Outputs==
P
Asw pickup welder

It is used to spawn a welding tool.
== Keyvalues ==
; Bullets in gun <int>
: Specifies the number of bullets in this pickup. On this pickup, defaults to 1.
; Clips <int>
: Specifies the number of clips in this pickup. On this pickup, defaults to 0.
; Secondary Bullets <int>
: Specifies the number secondary bullets, e.g. grenades for assault rifle. On this pickup, defaults to 0.
== Flags ==
== Inputs ==
== Outputs ==
Asw shieldbug

Shieldbugs are large, tanky Swarm aliens which use their limbs to shield themselves from attacks.
The shieldbug shield (referred to as a "bone shield" in the code) uses a special $hbox hitgroup number (11). Trace attacks (e.g. bullets) which hit this hitgroup on shieldbugs will not deal any damage and may produce sparks instead.
==Keyvalues==
==Flags==
==Inputs==
==Outputs==
S
Asw snow volume

== Entity description ==
Causes snow when the marine is inside this volume.
Recommendations:
* Do NOT cover the Entire Map with a single asw_snow_volume it will cause your map to LAG if your map is large.
* for Large maps create small but overlapping asw_snow_volumes, so it gives the illusion that the entire map is snowing without dragging down performance.
== Keyvalues ==
:* 0 : Light, accurate bounds
:* 1 : Heavy, inaccurate bounds
== Inputs ==
== Outputs ==
Asw spawner

It is used to spawn and configure aliens. Each spawner can only spawn one type of alien.
== Keyvalues ==
; Max Num. Of Live Aliens <int>
: Maximum number of live aliens that can be present in the level from this spawner at any given time.
; Num. aliens we can create <int>
: The number of aliens that can spawn before the spawner is exhausted.
; Infinitely spawn aliens <bool>
: If True then the spawner will constantly spawn aliens until disabled.
; Spawn interval <float>
: Time in seconds between each alien spawning.
; Spawn interval variation <float>
: Percentage variation applied randomly to the spawn interval each time an alien spawns. Value must be between 0 and 100. The default 25 will give a 25% variation to the spawn interval, so a 1 second spawn interval would actually be randomly between 0.75 seconds and 1.25 seconds.
; Alien Class <choices>
: Which class type of alien to produce from this spawner.
; Alien Health scale <float>
: Multiplier of the alien's default health by this amount. Useful for increasing or decreasing the difficulty of your map. For example: 0.5=50%, 1=100%, 1.50=150%
; Alien Speed Scale <float>
: Multiplier of the alien's default speed by this amount. Useful for increasing or decreasing the difficulty of your map. For example: 0.5=50%, 1=100%, 1.5=150%
; Spawner State <bool>
: Spawner's initial state.
== Flags ==
* Infinite even on Easy mode. Will forcibly spawn an infinite amount of aliens when the 'Infinitely spawn aliens' flag is set to True, while playing on easy difficulty.
* Don't Spawn Uber aliens here. Prevents spawning the stronger variation of drones.
* Spawned Aliens never sleep. Never idle into the sleeping state, prevents aliens from stopping, appropriate for hold outs.
== Inputs ==
; SpawnOneAlien
: Ignores Max Alien count from this spawner and spawns one alien of the predefined type.
; StartSpawning
: Enables spawning.
; StopSpawning
: Disables spawning.
; ToggleEnabled
: Toggles active status.
; ToggleSpawning
: Toggle spawning status.
== Outputs ==
; OnAllSpawned
: Fired when the Spawner has Spawned it's max number of aliens. Note: If set to infinite spawning, this output will never be fired. 
; OnAllSpawnedDead
: Fired when the spawner has spawned it's max number of aliens AND they have all died. Note: If set to infinite spawning, this output will never be fired. 
; OnSpawned
: Fired Each time the Spawner Spawns an Alien.
Asw trigger fall

==Entity description==
This Entity kills any NPC's touching this trigger
Recommendations:
* Select who you want to die that touches this trigger with the flags. ex. Players shall die here if i have the only Marines flag checked
== Keyvalues ==
 
== Flags ==
* Marines And Aliens
* Pushables
* Physics Objects
* Only Marines
* Everything(not including physics debris)
* Physics debris
* Only NPCs in Vehicles (respects player ally flag)
* Correctly account for object mass(trigger_push used to assume 100kg) and multiple component physobjs (car, blob...)
== Inputs ==
== Outputs ==
Asw weapon blink

==Entity description==
This Entity is used to spawn a blink pack.
== Keyvalues ==
== Flags ==
* Start Constrained. : Find out how this constrains the entity.
* Deny player pickup.(Reserve for NPC) If set, denies use by npcs.
* Not puntable by gravity gun. If set, gravity gun can not punt this entity.
== Inputs ==
== Outputs ==
Audioprocess

audioprocess.exe is a audio editing command-line tool found in the early versions of s&box (2022).
==Usage==
 Usage: audioprocess [-options] file.wav ...
 -r : recurse subdirectories 
 -dump : dump wave info 
 -loopreport : report looping info 
 -resample <rate> : resample to a different sampling rate 
 -mp3towav file.mp3 : convert .mp3 file to .wav file 
 -wavtomp3 file.wav : convert .wav file to .mp3 file 
 -stretch <timescale> file.wav : Rescales the time of file.wav by the scale factor, output as file_stretch.wav
Authoring a Brush Entity/Code

//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ========
//
// Purpose: Simple brush entity that moves when touched
//
//=============================================================================
#include "cbase.h"
#include "triggers.h"
class CMyBrushEntity : public CBaseTrigger
{
public:
	DECLARE_CLASS( CMyBrushEntity, CBaseTrigger );
	DECLARE_DATADESC();
	void Spawn();
	void BrushTouch( CBaseEntity *pOther );
};
LINK_ENTITY_TO_CLASS( my_brush_entity, CMyBrushEntity );
BEGIN_DATADESC( CMyBrushEntity )
	
	// Declare this function as being the touch function
	DEFINE_ENTITYFUNC( BrushTouch ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Sets up the entity's initial state
//-----------------------------------------------------------------------------
void CMyBrushEntity::Spawn()
{
	BaseClass::Spawn();
	// We want to capture touches from other entities
	SetTouch( &CMyBrushEntity::BrushTouch );
	// We should collide with physics
	SetSolid( SOLID_VPHYSICS );
	
	// Use our brushmodel
	SetModel( STRING( GetModelName() ) );
	
	// We push things out of our way
	SetMoveType( MOVETYPE_PUSH );
	// Create our physics hull information
	VPhysicsInitShadow( false, false );
}
//-----------------------------------------------------------------------------
// Purpose: Move away from an entity that touched us
// Input : *pOther - the entity we touched
//-----------------------------------------------------------------------------
void CMyBrushEntity::BrushTouch( CBaseEntity *pOther )
{
	// Get the collision information
	const trace_t &tr = GetTouchTrace();
	// We want to move away from the impact point along our surface
	Vector	vecPushDir = tr.plane.normal;
	vecPushDir.Negate();
	vecPushDir.z = 0.0f;
	// Uncomment this line to print plane information to the console in developer mode
	//DevMsg ( "%s (%s) touch plane's normal: [%f %f]\n", GetClassname(), GetDebugName(),tr.plane.normal.x, tr.plane.normal.y );
	// Move slowly in that direction
	LinearMove( GetAbsOrigin() + ( vecPushDir * 64.0f ), 32.0f );
}
== See also ==
*Authoring a Brush Entity
Category:Programming
Category:Tutorials
Authoring a Logical Entity/Code

//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ========
//
// Purpose: Simple logical entity that counts up to a threshold value, then
//			fires an output when reached.
//
//=============================================================================
#include "cbase.h"
class CMyLogicalEntity : public CLogicalEntity
{
	public:
	DECLARE_CLASS( CMyLogicalEntity, CLogicalEntity );
	DECLARE_DATADESC();
	// Constructor
	CMyLogicalEntity ()
	{
		m_nCounter = 0;
	}
	// Input function
	void InputTick( inputdata_t &inputData );
	private:
	int	m_nThreshold;	// Count at which to fire our output
	int	m_nCounter;	// Internal counter
	COutputEvent	m_OnThreshold;	// Output event when the counter reaches the threshold
};
LINK_ENTITY_TO_CLASS( my_logical_entity, CMyLogicalEntity );
// Start of our data description for the class
BEGIN_DATADESC( CMyLogicalEntity )
// For save/load
DEFINE_FIELD( m_nCounter, FIELD_INTEGER ),
// Links our member variable to our keyvalue from Hammer
DEFINE_KEYFIELD( m_nThreshold, FIELD_INTEGER, "threshold" ),
// Links our input name from Hammer to our input member function
DEFINE_INPUTFUNC( FIELD_VOID, "Tick", InputTick ),
// Links our output member to the output name used by Hammer
DEFINE_OUTPUT( m_OnThreshold, "OnThreshold" ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Handle a tick input from another entity
//-----------------------------------------------------------------------------
void CMyLogicalEntity::InputTick( inputdata_t &inputData )
{
	// Increment our counter
	m_nCounter++;
	// See if we've met or crossed our threshold value
	if ( m_nCounter >= m_nThreshold )
	{
		// Fire an output event
		m_OnThreshold.FireOutput( inputData.pActivator, this );
		
		// Reset our counter
		m_nCounter = 0;
	}
}
== See also ==
*Authoring a Logical Entity
Category:Programming
Autoexec

Autoexec is a CFG file for launching a game with set convars that will get automatically executed on launch.
To create an autoexec create a text document named 'autoexec' and save it with a .cfg extension, then place it inside:
For : Your game / mod's "" folder, example: 
For : Your game / mod's "" folder, example: 
Place all the convars inside the file with each convar on a seperate line. For example:
 cl_showfps 1
 maxplayers 1
 sv_cheats 1
Category:Plain text files
Category:Dedicated Server
Autoexec/en

Autoexec is a CFG file for launching a game with set convars that will get automatically executed on launch.
To create an autoexec create a text document named 'autoexec' and save it with a .cfg extension, then place it inside:
For : Your game / mod's "" folder, example: 
For : Your game / mod's "" folder, example: 
Place all the convars inside the file with each convar on a seperate line. For example:
 cl_showfps 1
 maxplayers 1
 sv_cheats 1
Awakening

is a singleplayer mod where the player discovers what happened to Adrian Shepard (), what happened a bit before Gordon Freeman arrived at City 17, and where the antlions come from.
== Overview ==
__NOEDITSECTION__
The mod should have a playtime of roughly one hour leading you through an intro and 5 playable levels.
Starting at an underground complex much like Black Mesa, leading you through an outdoor snow environment into a Russian submarine base, an early Combine citadel structure and an ancient location that the Combine is researching.
== Features ==
* Around 1 hour of gameplay including some small puzzles.
* Custom textures, world models (props), custom music and some custom voices. 
* 3 to 4 different environments.
== History ==
I (Bluestrike) started a mod for Half-Life: Opposing Force a long time ago but quit because I assumed Half-Life 2 would be released any moment.
It eventually took years and my urge to make a singleplayer mod never really went away.
Once Half-Life 2 was out and I finished some multiplayer maps I started singleplayer again and this is the result.
Development started in July or August 2005 and soon after I was required by Insurgency so development slowed down to vacations. In the summer of 2006 development accelerated again and from December 2006 to the release at April 2007 I spent almost every free minute into the mods development.
I didn't do everything alone, for the more complex models I asked Mumle who I knew from a previous mod. After the first media release somewhere in June 2006, Alex Mcgery contacted me with some samples of music and offered his help. I asked one of the texture artists from the Insurgency mod to make me a few model skins. That way Spine joined the team.
To tell the small story I had, I needed voice actors, so I explored the Machinama scene and received the help of Tess Snider and Robert Ducat, who also lent his brother Matthew's voice for the mod. 
== Review ==
http://planethalflife.gamespy.com/View.php?view=HLMotw.Detail&id=190
== Team ==
;Bluestrike 
:http://www.bluestrike.be
:Level Design, Modeling, Choreography's.
;Alex Mcgery 
:http://www.alexmcgery.com
:Music
;Spine 
:Textures, skins and some concepts.
;Mumle 
:http://www.sukkertrip.dk
:Stassismodels.
;Tess Snider 
:http://voice.malkyne.org
:Female voices.
;Robert Ducat
:http://www.partners-in-crime-studios.com
:Breen and Scientist voices.
;Matthew Ducat
:http://www.partners-in-crime-studios.com
:G-man voices.
== Localized versions ==
Due to a bug with Source SDK Base, closed captions don't work and no localized versions are planned.
== External links ==
* 
Category:Single Player Mods
Azure Sheep

__NOTOC__
 is a single-player only mod for Half-Life by . The player is one of the Barney guards that is on post in one of the entrances of the Black Mesa facility. When the chaos starts you realize that your colleague Kate, codename Azure Sheep, is in the complex and in a great danger. You decide to rescue her...
== Story ==
Barney is a security guard. Well, Barney at the moment is just Barney, or, well, Just Barney, because with all the recent mess at Black Mesa he can't remember his whole name...
Just Barney didn't want to be a security guard but, you know life, he was lead to be one; he had a secret dream, he was writing a novel and... Well, that's another story.
Barney has another dream: to become a hero and rescue a princess, nothing more.
Now, when the big mess occurred, he was in the first security post of Black Mesa and a colleague of his, Kate, (codename Azure Sheep) seems to be trapped in. On this occasion, Barney goes out on a mission to rescue her.
== Features ==
* A new training course - visit Barney's home
* Female characters
* Amazing storyline
* A peculiar gameplay: you have to rescue your girlfriend Kate
* Revisit the old Black Mesa areas from a different point of view
* See a lot of new areas you have never seen
* Meet Gordon and Adrian and interact with them
* New weapons and one Healing-tool
* New enemies
* New allies with brand new voices
* New models, with new animations for the old ones
* New sounds
* New graphics
== Media ==
AzureSheep_sc_01.jpg
AzureSheep_sc_02.jpg
AzureSheep_sc_03.jpg
AzureSheep_sc_04.jpg
AzureSheep_sc_05.jpg
== See also ==
* DAVSub Source
* Point Of View
== External links ==
* Azure Sheep - the official website; has download mirrors, additional media and a patch for full compatibility with Steam-based versions of Half-Life.
* 
=== Reviews ===
* Hangar 16 - Gold award.
* Ten Four - Silver award.
	 
Category:Single Player Mods
Category:Half-Life series mods and fangames
BEE2

is a program that allows you to customize the Portal 2 Puzzle Maker and the levels made with it by adding new styles, voicelines, puzzle elements, and more.
== History ==
BEE2 went into beta on the 27th of May, 2015 and was officially released on the 9th of December, 2018 dubbed as BEE2 4.32.0.
== Features ==
With BEE2 you can modify the standard Puzzle Maker (and its levels) in several ways, including but not limited to:
* Adding new items to the Puzzle Maker palette.
* Choosing the video that plays at the start and end of the level.
* Choosing the voicelines, more specifically, choose what character's voicelines will play during the test.
* Choosing the style (Overgrown, Clean, P1 style, etc.)
* Choosing the skybox.
* Choosing the music.
And so on and so forth.
== Download ==
You can download BEE2 from the .
== Sources ==
* .
* .
Category:Third Party Tools