nyuuzyou/wikis huggingface dataset:
Ricochet Level Creation/Pad

Pad is the primary element of gameplay in Ricochet. This tutorial explains how to create it.
== The brush ==
* Create a 256x256x16 cylinder brush with 20 faces and make it func_wall entity.
* Paint its faces with following textures:
Color 	Up and down 	Sides
Blue 	disc_blue1/2/3	trim_blue1
Red 	disc_red1/2/3 	trim_red1
Dual-color	disc_dual1 	North-west and south-east: trim_red1
North-east and south-west: trim_blue1
* Make the side faces have 0.5 Y texture scale.
* Create info_target 8 units above the pad at its center for jumping on it and call it some name.
== The beam ==
On Arena, there is beam under pads.
To make the beam, create 2 info_targets under the pad. Place the first info_target right under the pad in the middle, and the second 384 units below it. Create env_beam in any place with the following parameters:
* Start entity: first info_target
* Ending entity: second info_target
* Render FX: Normal
* Brightness: 100
* Beam color: 0 120 255 (for blue pad) / 255 0 0 (for red pad)
* Radius: 256
* Life: 0
* Width of beam: 255
* Amount of noise: 20
* Sprite name: sprites/laserbeam.spr
* Texture Scroll Rate: 35
* Frames per 10 seconds: 0
* Starting frame: 0
* Strike again time: 1
* Damage: 0
* Flags: Start On, Shade End
The pad is ready. Attach some jump arrows to it.
Category:Level Design
Category:Ricochet
Ricochet Level Creation/Teleporter

This tutorial explains how to create a teleporter in Ricochet.
== Layout ==
First, split the bouncer into two bouncers, width 256" of empty space between.
Then, create brushes as shown in the drawing below, with default texture set to NULL:
When you are done, select all brushes and make them single func_wall entity, with rendermode "texture" (2) and renderamt 255.
== Textures ==
Select the front and back sides of the teleporter. Set their texture to STRIP1A. Do not change the application settings.
Then, select top and bottom sides of both halves of the teleporter. Set their texture to STRIP1A too, with Y scale being 7.5 or 10.
Do not paint the invisible left and right sides, that will increase polygon count!
== Beam ==
Create two info_target entities and place each on the each side of the teleporter, tounching the bouncer parts with their center. Call them some name.
Then, create two env_beam entities at any place. Set their keyvalues to the following:
Key 	First beam 	Second beam
Start Entity 	First info_target 	First info_target
Ending Entity 	Second info_target 	Second info_target
Render FX 	Normal 	Normal
Brightness 	200 	100
Beam color 	223 0 255 	223 0 255
Radius 	256 	256
Life 	1 	1
Width of beam 	8 	128
Amount of noise 	30 	30
Sprite name 	sprites/laserbeam.spr	sprites/laserbeam.spr
Texture scroll rate 	35 	35
Frames per 10 seconds	0 	0
Starting frame 	0 	0
Strike again time 	1 	1
Damage/second 	0 	0
Flags 	Start On 	Start On
== Making it work ==
Create info_teleport_destination entity. Place its center (the box's center, not the head's center) in the middle of the teleporter, and mode it 48 units away from the teleporter. Rotate it so it points towards the opposite of the teleporter. Name it.
Then create the second teleporter on the same bouncer, with different names of info_targets and info_teleport_destination.
Cover both teleporters in trigger_teleport brush entity. Set Target field of each trigger_teleport to info_teleport_destination's name of the opposite teleporter.
== Final touch ==
When you are done, select all entities of each teleporter at once (while holding down ) and move and rotate them so they fit the space in the bouncers.
Category:Level Design
Category:Ricochet
Riot Act

is a small singleplayer mod for Half-Life 2, in which players play as Jamil Lee, a young member of the civilian resistance, as she escapes from Nova Prospekt.
== Overview ==
Numbness and rage.
Fright and anger.
I open my eyes. Oh, well. My cell is pitch dark anyhow.
"Block E1". I heard their inhuman voices.
Lying on this cold metal bed, I stretch my arms along my sides.
This must be the right posture to fit in a pod.
I do not tolerate the idea of not being ready.
Yes, but ready for what?
No, I won't give way to grief.
A squeaky sound...
No, no way. It can't be true.
The door opens, light replaces darkness.
I will ask for a reason later. Now I have a choice to take. An easy one.
I will run the hell out of here, whatever it takes.
It's time to get a little revenge.
It's time to start a riot.
=== Media ===
Ra_shot001.jpg
Ra_shot005.jpg
Ra_shot003.jpg
Ra_shot004.jpg
== External links ==
* High-Resolution Trailer (103 Mb) @ ModDB
* Source code on GitHub
Category:Half-Life series mods and fangames
Category:Open source mods and games
Rise of War

== Overview ==
Rise of War is a total conversion, first-person shooter modification for .
Rise of War will contain many battles, from almost every campaign during World War II. Due to production goals, the first release will only contain 4 missions from the Battle of Normandy.
==Gameplay==
===Player Kits===
Players will select a kit before being deployed onto the battlefield. Kits will contain the necessary equipment for players to use during combat. If your needs change you can select another kit via a halftrack, or search through dead bodies for equipment. The more things you take, the heavier you will become.
===Command Points===
Player will be given command points for killing the enemy and completing objectives. Command points can be used to call in reinforcements, give players special abilities, and use command options, such as calling in artillery strikes, or smoke barrages.
===Abilities===
Players and NPCs alike will have special abilities that can be utilized from the player control panel. Abilities purchased using command points will allow all players on a team to use that ability as long as they have the right kit.
===Teamwork===
====Why is teamwork necessary to complete mission?====
The health system for RoW function like the Call of Duty system, you don't have a set amount of health, instead when you are hit enough you will lose vision and hearing, and then die if you don't get to cover. Units can help you find ways to attack enemies without risking the lives of your and your fellow soldiers.
====What are some of the benefits of working with your team?====
You can devise strategies to help your team win the mission without have a large amount of casualties. Your units are not unlimited, and have to be reinforced if too many die. Reinforcements can take up to 5 minutes to arrive, and many not even be of much help if most of your team has been killed.
===Realism===
====Realism in gameplay====
Realism is a major part of RoW. Weapon recoil, weight and inertia will be taken into account. Soldier carrying light equipment will have a much easier time jumping over obstacles, than a soldier carrying heavy equipment. Also, a soldier carrying heavy equipment will advance slowly up hills, but will move dangerously fast down them.
====Will there be player friendly options for gamers of all skills?====
Realism will be adjustable for gamers who have trouble with elements of the game. Players will be able to set the amount of damage they receive from different things (ie. falling damage, splash damage, health lost from enemy gunfire, etc.) and much weight will affect movement and stamina. Also, players can select if they want to keep their HUD, or crosshairs.
==What can be expected from the first release?==
Row:FoN will contain 4 missions. Each mission will contain three main objectives that the player will have to accomplish. The command abilities will be limited to artillery strikes, reinforcements, and upgrading your soldiers' equipment. Until the RoW team can get more members, the production will be very slow.
==External links==
* https://www.moddb.com/mods/rise-of-war
* http://riseofwar.page.tl/
Ritual

(formerly Hipnotic Interactive), has worked on two games, a game and several other games made on other engines (including the ,, and ). These games are:
:
:
:
:
:
Ritual developers also contributed a map to the expansion pack, , produced by Gearbox Software. Ritual Entertainment was acquired by developer MumboJumbo on January 24, 2007, which was later defunct around late 2010s with it's website shutdown.
Following the acquisition, many of the developers have left to other companies such as id Software, Gearbox Software, Nerve Software, Escalation Studios, and the now-defunct Paradigm Entertainment. 
== External links ==
* Official Ritual Entertainment website (Archived)
* Mumbo Jumbo (Archived)
* List of Ritual games (down) - Archived version
* Wikipedia:Ritual Entertainment
Category:Ritual
Category:Developer Corporations
Rocket Crowbar: Source

Remember the good old days with Rocket Crowbar, when you could throw a rocket from your crowbar, use gravity grenades to suck enemies (and sometimes yourself) in, and fire scientists from your shotgun?
Now, it's evolved and upgraded.
* Silly multiplayer action, full of stressed-out situations
* Tons of goofy weapons
* RC2 will be making use of the new physics engine more than before
==Current features==
===Weapons===
* Rocket Crowbar. Yes, it's in and it is working pretty well!
* Two gravity grenades:
** Repel Grenade. Explodes in a pushing wave, sending anything around it flying! Cars aren't good cover anymore.
** Orbit Grenade. Instead of exploding, it starts disobeying the laws of physics, hovering up into the blue sky above. Not only that, it attracts most objects, be them heavy, light or a not-so-careful player, and brings them up with it! Warning for harsh landings. Try stacking a few of them together...
* Constant laser tripmine: Fires out a laser which will burn any players who come into contact with it
* Pulse laser tripmine: Fires out a powerful laser every 5 seconds which will instantly kill the player
* Repel Satchel/SLAM: Same as the grenade except you can trigger it, great for traps!
* The Incinerator: A Satchel/SLAM which sets all nearby objects on fire... including players.
* Scientist Shotgun: Fires a scientist ragdoll at your foes! And man, they hurt.. Secondary fire fires a scientist on fire (Fire! Fire!) which explodes after a few seconds.
* The Heavy Duty Physcannon: Cars...
* Ninja Rope: Worms style! Can even pull objects towards you for broader ways of use... just watch out for the walls!
===Maps===
* RC_Deathcube - Inspired by the classic killbox, this box can really be filled with death, with four boulder traps and lots of ways to combine the RC weapons with mass killing..
===Other features===
* When pushed too hard into a wall, you get hurt!
* Gravity gun can push players
==Media==
The Mod DB has a lot of screenshots. 
==Other info==
* Official site (Archive)
* Forums (Archive)
* 
Category:Multiplayer Mods
RootPanel

The RootPanel (strictly speaking the ClientDLLRootPanel) is the where the client starts creating panels for its in-game HUD. It in entirely separate from the GameUI panel used to draw the main menu. The first child is normally the active ClientMode.
Most games will never need to access the RootPanel. If this is true for your project then you should return the engine-controlled PANEL_CLIENTDLL (the behaviour of the example below) instead of creating a new object.
== Minimum implementation ==
Conventionally in vgui_rootpanel_<game>.cpp:
#include "cbase.h"
#include "ienginevgui.h"
void VGUI_CreateClientDLLRootPanel()
{
}
void VGUI_DestroyClientDLLRootPanel()
{
}
vgui::VPANEL VGui_GetClientDLLRootPanel()
{
	return enginevgui->GetPanel(PANEL_CLIENTDLL);
}
== See also ==
* game\client\sdk\vgui\vgui_rootpanel_sdk.cpp (for a game creating its own RootPanel)
* ClientMode
* GameUI
* VPANEL
Category:VGUI
Rotating Button

----
==Introduction==
In HL2, EP1, EP2; players occasionally encounter a scenario, where they must
toggle a (rotating) button to achieve an effect or progress in the game. 
This page will describe steps on how to build a functional Rotating Button prop for 
use in your custom map, where:
* The player can +USE the button object and it will turn to the ON position.
* With the Toggle flag option checked, the player can repeat the +USE action and the button object will turn back to the OFF position. 
* With the Toggle flag option unchecked, the button object will automatically return to the OFF position.
== Required entities and objects ==
1) FUNC_ROT_BUTTON (This is a brush-model entity.)
:a) Create a new texture brush on your map.
:b) Use your editor's 'MOVE SELECTED TO:' feature to convert the brush from World to Entity.
:c) Set the entity's class as a func_rot_button.
:d) Name the entity as "Func_for_Bttn"
:e) Select and apply the brush-texture: "Invisible" to the entity.
:f) Set the following flags
::* Not Solid Checked
::* Toggle Unchecked (optional)
::* X Axis Checked
::* Y Axis Checked
::* Use Activates Checked
2) PROP_DYNAMIC (This is a point entity (Button prop).)
:a) Place a new prop_dynamic entity on your map.
:b) Select its world model skin as: [Props_Citizen_Tech/firetrap_button01a.mdl]
:c) Name the entity as "Bttn"
:d) Select its Parent as [Func_for_Bttn]
 
3) PROP_STATIC (This is a point entity (Buttonpad prop)) 
:a) Place a new prop_static entity on your map.
:b) Select its world model skin as: [Props_Citizen_Tech/firetrap_buttonpad.mdl]
:c) Naming this entity is not required''
== Set Inputs/Outputs (I/O) ==
1) Set the following output trigger(s) in the (Func_for_Button) brush's I/O.
==Place, Align, and Group the objects==
Follow these steps:
*Center the origin of the prop_static entity ( the button pad).
*Place the prop_dynamic entity "Bttn" into the desired position on the button pad.
*Place "Bttn" and button pad into the desired position on the map (i.e equipment console or a wall)
*Set the desired Pitch Yaw Roll (Y Z X ) values for entity "Bttn". 
*Center the origin for "Bttn".
*Align "Bttn"'s origin with the prop_static's origin as close as possible.
*Place the momentary_rot_button brush entity "Func_for_Bttn" over "Bttn", making sure that "Func_for_Bttn" completely encloses "Bttn". Allow enough extension of "Func_for_Bttn" for the player to touch it. 
*Center the origin for "Func_for_Bttn".
*Align "Func_for_Bttn"'s origin with "Bttn"'s origin as close as possible. 
*Set the (X) and (Y) values for "Func_for_Bttn" equal to the (X) and (Y) values of "Bttn". (Note; If you move and/or re-orient these objects to a different position in the map, repeat this step.)
*Group all the objects. (You can also save the finished group as a pre-fab)
== ==
===From "The PaperDog"===
Category:Level Design
Rotating Pickups

In this tutorial we'll create a rotating health pickup entity, like the ones in TF2. When a player walks over it they will gain some health and the item will disappear until a respawn timer completes.
Get the code here. You should be familiar with creating entities, so only the interesting parts will be picked out.
== Functionality ==
; Server
: Initialise the entity as a trigger
: Ensure that the item floats above any walkable surfaces
: Create a decal to mark the item's position when it is invisible
: Handle touches from players (give health, play a respawn sound)
; Client
: Rotate the model
: Handle model visibility
== Server ==
=== Spawn() ===
* Note how some of CItem's changes have to be undone (it's not designed with impossible floating objects in mind). Source is a big and mature engine, and it's always worth checking what your base classes are doing.
* We are setting MdlTop before fiddling about with the bounding box. This will be used when repositioning the entity; if we just used the origin, then if/when a larger model is used it might reach so high that it obscures the player's view.
=== Activate() ===
* Here we trace down to our desired height, adding to the entity's Z position if we come up short. This is done in Activate() instead of Spawn() in case we spawned before the entity beneath us.
* This is also where we fire a decal onto the ground. This might look bad in some cases, so a flag to bypass the call is provided.
=== Precache() ===
* We need to get the return value from UTIL_PrecacheDecal(), but Precace() is called statically (i.e. directly, not through any instance of the class). Storing the value in a global variable is the only sensible solution.
== Client ==
=== ClientThink() ===
* C_RotatingPickup::ClientRotAng is used to rotate the model, not CBaseEntity's built-in variable. This is because even though the latter has been excluded from this entity's datatable, it is still zeroed when the entity materialises (I suspect that CItem is resetting the entity's location through some sort of back door). Not calling GetAbsAngles() also provides a small performance boost.
=== PostDataUpdate() ===
* If you have looked into receive proxies, you may be wondering why we are testing against a cached value when we could simply hook into the receipt of an updated one. Two reasons:
*# You can't have proxies on RecvPropBool().
*# Proxies are static and should never, ever be used to run entity logic. Receive proxies are called not only when receiving entity updates, but also when validating predicted values. It's quite possible for a proxy to be re-used by another entity too.
Category:Programming
Category:Free source code
Category:Tutorials
Rotor wash

Rotor wash is something mentioned by many entities in Hammer. Rotor wash is the effect of downward wind generated by a helicopter as the propellers spin.
== ==
In , this effect is represented in multiple ways:
*Ropes being pushed up.
*Dust clouds.
*Physics objects being pushed away.
*Special ring-shaped water overlays.
== Examples ==
=== ===
All of the large flying NPCs (such as the Combine helicopters) in are capable of generating rotor wash.
Category:Source
Category:Hammer
Rt WaterRefraction

_rt_WaterRefraction is a parameter for use with "$refracttexture". This texture is used for creating real-time refraction in water.
Example:
 Water
 
 {
 	"Water_DX81"
 	{
 		"$refractamount" ".25"
 	}
 
 	"$forceexpensive" 1
 	"$REFLECTBLENDFACTOR" "0.4"
 	"$nofresnel" "1"
 	"%tooltexture" "dev/water_normal"
 
 	"$refracttexture" "_rt_WaterRefraction"
 	"$refractamount" "3.0"
 
 	"$envmap" "env_cubemap"
 	"$reflectamount" "0.2"
 
 	"$scale" "[1 1]"
 
 	"$bumpmap" "dev/water_dudv"
 	"$normalmap" "dev/water_normal"
 
 	"%compilewater" 1
 
 	"$surfaceprop" "water"
 	"$bottommaterial" "nature/sewer_water001_bottom"
 	"$bumpframe" "0"
 
 	"$fogenable" 1
 	"$fogcolor" "{15 15 8}"
 	"$fogstart" 0.00
 	"$fogend" 150.00
 
 	"$abovewater" 1	
 
 	"Proxies"
 	{
 		"AnimatedTexture"
 		{
 			"animatedtexturevar" "$normalmap"
 			"animatedtextureframenumvar" "$bumpframe"
 			"animatedtextureframerate" 20.00
 		}
 
 		"TextureScroll"
 		{
 			"texturescrollvar" "$bumptransform"
 			"texturescrollrate" .05
 			"texturescrollangle" 45.00
 		}
 		"WaterLOD"
 		{
 		}
 	}
 }
Ru/$allowdiffusemodulation

— это параметр материала оттенения, доступный во всех играх, начиная с (также в ) для VertexLitGeneric. Он предотвращает окрашивание материала параметрами $color2 и rendercolor. Этот параметр полезен в ситуациях, когда у вас есть модель, состоящая из нескольких материалов, некоторые из которых требуют окраски, а другие нет.
== Синтаксис ==
Ru/$alpha

Масштабирует непрозрачность всего материала, заданным значением. При 1 материал полностью непрозрачен, при 0 материал невидим.
Если какой-либо материал на имеет $alpha, элемент мира перестанет влиять на и станет полностью прозрачным для со всех сторон.
Данное оттенение может быть использовано вместе с , однако использование буде излишним, так как указание значения отличного от 1 уже применяет параметр .
This cannot be used with . If used, the material will be invisible.
==Синтаксис==
 $alpha <>
==Смотри также==
*
*
*
Ru/$alphatest

Он определяет маску, используемую для определения непрозрачности двоичного файла. Белый представляет собой полностью непрозрачный, а чёрный — полностью прозрачный. Любые промежуточные значения округляются до 0 или 1. Этот эффект похож на , за исключением того, что он не может быть полупрозрачным, его рендеринг выполняется намного быстрее, и движок может правильно сортировать его при наложении слоёв.
== Синтаксис ==
 $alphatest	<>
== VMT пример ==
 
 {
 			"glass\window001a"
 
 	$alphatest		1
 
 	$alphatestreference	.5
 
 	$allowalphatocoverage	1
 }
== Доп. параметры ==
$alphatestreference <>
: Задаёт минимальное значение цвета альфа-канала, в котором эффект округляется до 255. Значение «.3» создаст более толстую форму, а значение «.7» создаст более тонкую форму.
: 
:: 
$allowalphatocoverage <>
: Создаёт прозрачные шаги на основе альфа-значений. Может использоваться для получения более мягких краёв. Этот параметр несовместим с $alphatestreference.
: 
== Сравнение ==
$translucent	$alphatest
 	
Обратите внимание, как правый круг у $alphatest почти не меняется.
==См. также==
*
*
*
Ru/$basetexture

Команда $basetexture определяет текстуры. Очень редко не использует этот параметр; если он не был назначен, некоторые будут использовать по умолчанию.
==Синтаксис VMT==
 $basetexture	<текстура без расширения, относительный путь к <game>\materials\>
 
 {
 	$basetexture	brick\brickwall031b
 }
==Дополнительные параметры==
; $basetextureoffset <>
: 
; $basetexturescale <normal>
: 
{{MatParam|$frame|int| Отображаемый кадр многокадровой тестуры. This is normally set by the или {{TextureToggle}} proxies, but can be set manually. }}
==$basetexture2==
Некоторые оттенения (особенно ) позволяют использовать два альбедо. Вторая текстура обрабатывается аналогичным набором команд с числом '2' в имени:
* 
* 
Есть ещё '2' команды применения различных эффектов оттенения, каждая из которых описана в соответствующих статьях.
==См. также==
* (зеркальная маска)
* (карта окружения)
* (диффузное отражение)
* 
__NOTOC__
Ru/$body

используется, чтобы включить из в модель. Если у модели нет хотя бы одного , она не будет отображаться (исключение: для моделей с используется команда ).
== Синтаксис ==
 $body	<имя> <референсная модель > [реверсия] [размер <>]
== Пример использования ==
 		"weapons/shell.mdl"
 		"models/weapons/"
 		shell	"shell_ref.smd"
 	idle	"shell_idle.smd"
== См.также ==
*
* "replacemodel"
*
*