nyuuzyou/wikis huggingface dataset:
Point script template

It is also available in .
It is a version of point_template readjusted to work for spawning-on-runtime, such as VScripts.
Thepoint_templateentity relies on compiled data from the map file to function properly, so trying to spawn entities with apoint_templatemade by scripts will return it having no templates and fail, even though it still can delete its own template entities.
This entity is similar to topoint_template, however it does NOT have precaching or name fixups. The number of templates is unlimited unlike point_template, although they can only be added by the AddTemplate function.
See the VScript documentation for details on usage.
When compiling Entity Groups,point_template entities are converted topoint_script_template. 
== Vscript functions ==
Function 	Signature 	Description
AddTemplate 	void AddTemplate(string classname, handle keyvalues)	Add an entity to the template spawner with the specified classnames (similar to SpawnEntityFromTable}
SetGroupSpawnTables	void SetGroupSpawnTables(handle, handle) 	Cache the group spawn tables.
== Keyvalues ==
== Inputs ==
== Outputs ==
== See also ==
* point_template - Non-script version of this entity
* CPointScriptTemplate VScript Functions
* CPointTemplate VScript Functions
Category:Team Fortress 2 entities
Category:Team Fortress 2 point entities
Point servercommand

__NOTOC__
 It issues commands to the server console. It's used by simply placing it in a map and triggering the Command input, the parameter override should be the exact console command to run or console variable to change. 
== Keyvalues ==
== Inputs ==
== ConVars ==
== See also ==
* CPointServerCommand
* point_broadcastclientcommand
* point_clientcommand
Point spotlight

It is a with two glow sprite effects: a beam effect for viewers outside the light cone and a halo effect for viewers inside the cone.
The functionality can be disabled with the 'No Dynamic Light' spawnflag. In that state, the spotlight will not actually illuminate other objects on its own and can be used with an accompanying or instead.
== Keyvalues ==
== Flags ==
== Inputs ==
 
:
== Outputs ==
== See also ==
* Lighting
Category:Lighting
Point surroundtest

It identifies the server host's currently used speaker configuration setting by checking the command's value. When given theFireCorrectOutputinput, an unique output is returned depending only on the following speaker configurations:
* 2 Speakers (and Headphones Only)
* 4 Speakers
* 5.1 Sound System
== Keyvalues ==
== Inputs ==
== Outputs ==
== FGD Code ==
This is a copy of the FGD code found in and , and is only here for and .
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_surroundtest
	: "Surround Sound Test"
[
	input FireCorrectOutput(void)	: "Fire output based on snd_surround_speaker cvar value"
	output On2Speakers(void)	: "Fired if player is using 2 speakers."
	output On4Speakers(void)	: "Fired if player is using 4 speakers."
	output On51Speakers(void)	: "Fired if player is using 5.1 speakers."
]
Point survey

The entity would display a survey on the player's screen based on a script from the folder portal2/scripts/surveys/, and fire an output when it is completed. The survey results were written to a CSV file in the same folder, and the game would also attempt to upload them to a mounted network drive, failing and outputting a console message if said network drive is not present. Presumably, this entity was used during Portal 2's development to get feedback from playtesters.
This entity was still present in the game at launch, but in a March 2023 update (nearly 12 years after Portal 2's release), the entity was removed to fix a security exploit.
== Keyvalues ==
== Inputs ==
== Outputs ==
Point teleport

It teleports a target entity to this position and angles. If the "Teleport Home" spawn flag is set, teleports the target entity to its spawn position instead. If object is physically simulated, simulation is turned off when teleported. To teleport the player, use a "Target" keyvalue of . To teleport an entity (including a player) that begins an I/O sequence, use a "Target" keyvalue of .
__NOTOC__
== Keyvalues ==
:
== Flags ==
== Inputs ==
}}
== See also ==
* 
*
Point template

== Entity Description ==
 turns an entity or set of entities into a single template that can be instanced anywhere and multiple times. When activated (ForceSpawn), it will spawn the entities in the template at the same positions, relative to itself, that they had when this entity was created. This will be their original positions if the point_template has not been moved. To spawn the template in other places, an can be used.
Before using this entity, consider sections like Name Fix-up and FGD Enhancement(s) first.
=== Name Fix-up ===
To prevent interdependencies (entity I/O, hierarchy, or other name references) between entities, the entities in the template will have their names changed, with any interdependent outputs reconnected to the changed names. The name change format is as follows: '<original name>&XXXX', where the '&XXXX' will be replaced with the current global template instance spawn count, so wildcard searches for '<original name>&*' will still find them. Name fixing is only for template entities spawned by output; The outputs of the point_template are not name fixed, and neither are the outputs of other objects referring to template entities.
The special targetnames (!self and such) work on spawned objects, so a with an output to !activator can be used to affect individual spawned objects. Wildcards can refer to all entities spawned by a fix-up-enabled point_template.
Note that if '"Don't remove template entities"' flag is active, the first (batch of) entities spawned will be postfixed&0002. If you don't want the name fixup to happen, because you're only spawning the template once, or you want inputs to trigger all instances of the template, check the 'Preserve entity names' spawnflag.
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
== FGD Enhancement(s) ==
From TeamSpen210's Hammer Addons,point_templatecan be made to show connecting lines to all entities part of its template.
First, go to this line in yourbase.fgdand highlight the same characters:
@PointClass base(Targetname) iconsprite("editor/point_template.vmt") = point_template : 
Then copy all of this, and paste all of this over it:
@PointClass base(BaseEntityPoint) 
	iconsprite("editor/point_template.vmt")
	line(255 255 0, targetname, Template01)
	line(255 255 0, targetname, Template09)
	line(255 255 0, targetname, Template02)
	line(255 255 0, targetname, Template10)
	line(255 255 0, targetname, Template03)
	line(255 255 0, targetname, Template11)
	line(255 255 0, targetname, Template04)
	line(255 255 0, targetname, Template12)
	line(255 255 0, targetname, Template05)
	line(255 255 0, targetname, Template13)
	line(255 255 0, targetname, Template06)
	line(255 255 0, targetname, Template14)
	line(255 255 0, targetname, Template07)
	line(255 255 0, targetname, Template15)
	line(255 255 0, targetname, Template08)
	line(255 255 0, targetname, Template16)
= point_template: 
== See also ==
* tutorial for respawning items using this entity
* - Automatic respawning and/or spawning at a different location
* - An alternative spawning entity, also with optional automatic respawning
* - Version of point_template catered to VScripting
Point viewcontrol (INFRA)

This is a heavily modified version of the base .
== Entity Description ==
It is a camera entity that controls the player's view. While it's active, the player will see out of the camera. View control animations can be made through the use point_viewcontrol_node. While there have been minor changes from the base point_viewcontrol, the major difference is movement can be smoothed without the need of a parent model animation.
In game, this is often used for intractable computers, newspapers, and logbooks.
== Keyvalues ==
== Inputs ==
== Outputs ==
Point viewcontrol multiplayer

It is also available in .
__NOTOC__
 It is an alternate version of which is capable of controlling the view of multiple players at once. While it's active, the players will see out of the camera. Enabling the entity will control all players' views by default, but individual players can be added/removed by using the AddPlayer and RemovePlayer inputs with said player as the . Starting in Portal 2, it can also be set to only affect players on a specific team.
== Keyvalues ==
:* -1 : All players
:* 0 : Non-Team / Singleplayer
:* 1 : Spectators
:* 2 : P-Body / Terrorists / Marines
:* 3 : ATLAS / Counter-Terrorists / Scientists
== Flags ==
== Inputs ==
== See also ==
* point_viewcontrol
* point_viewcontrol_survivor
Category: Left 4 Dead EntitiesCategory: Left 4 Dead 2 EntitiesCategory: Point EntitiesCategory: Entities
Point viewcontrol survivor

It is a survivor specific camera, that can be used to zoom the camera in from a 3rd person view begining at the cameras location, automatically towards the survivors head ending with a 1st person view.
Valve used this entity as an "intro" camera for the first map of every campaign, while the camera is a child of a "Ghostanim.mdl" prop_dynamic. This model has an attachment point which all four point_viewcontrol_multiplayer cameras (one for each player) follow.
If you seek a guide on how to use this entity to create an intro just like Valve does, you may find one here, which includes a prefab to animate a path in blender as well.
__NOTOC__
== Keyvalues ==
== Flags ==
== Inputs ==
=== Related inputs of info_survivor_position ===
== See also ==
* point_viewcontrol_multiplayer
Point viewproxy

==Entity description==
A special kind of point_viewcontrol that follows the player with an offset.
This was used in the intro of the single player campaign in to separate the player view geometry from the player collision geometry while still allowing the player to move in the moving room.
==Keyvalues==
:* 0 : Snap to camera
:* 1 : Ease to camera
:* 2 : Keep offset
==Flags==
* 4 : Freeze Player
* 32 : Make Player non-solid
==Inputs==
==Outputs==
Category:Camera
Point weaponstrip

This entity strips specified weapon from the player. It doesn't strip specified weapon from all players, only from the one who launched scripts that activated this entity.
== Keyvalues ==
:* 0 : 
:* 1 : 
:* 2 : 
:* 3 : 
:* 4 : 
:* 5 : 
:* 6 : 
:* 7 : 
:* 8 : 
:* 9 : 
:* 10 : 
:* 11 : 
:* 12 : 
:* 13 : 
:* 14 : 
:* 15 : 
== Inputs == 
==See also==
* player_weaponstrip
* trigger_weapon_strip
Point worldtext

It is an entity that displays a text message oriented in the world, at its origin.
== Usage ==
point_worldtext displays a specified text message in a set position in the world. It can be of any size and color, but the text outline cannot be changed. You can change the text message in-game by firing AddOutput with the parameter "message" and then the message you want to display. One downside of this text type is that it's stationary in the world and it is not part of the HUD, so you can't ensure that all players see it at all times. If you want to display important information that the player(s) must be constantly aware of, then it is better to use a game_text.
== FGD Code ==
@PointClass base(Targetname, Parentname, Angles) worldtext() = point_worldtext : 
 "An entity that displays a text message oriented in the world, at its origin."
[
 message(string) : "Entity Message" : "" : "Text Message. Newline characters are accepted"
 textsize(float) : "Text Size" : 10 : "Text Size."
 textspacingX(float) : "Text Spacing X" : 0 : "Spacing between each letter along X axis"
 textspacingY(float) : "Text Spacing Y" : 0 : "Spacing between each letter along Y axis"
 color(color255) : "Color" : "255 255 255 255"
 font(choices) : "Font" : "0" =
 [
 0: "TF2 Build"
 1: "TF2 Build (no outline/shadow)"
 2: "TF2"
 3: "TF2 (no outline/shadow)"
 4: "Liberation Sans"
 5: "Liberation Sans (no outline/shadow)"
 6: "TF2 Professor"
 7: "TF2 Professor (no outline/shadow)"
 8: "Roboto Mono"
 9: "Roboto Mono (no outline/shadow)"
 10: "Roboto Mono (shadow only)"
 11: "Roboto Mono (green glow, soft edges)"
 12: "TF2 Build (soft edges)"
 ]
 orientation(choices) : "Orientation" : "0" =
 [
 0: "Stationary"
 1: "Face player"
 2: "Ignore pitch"
 ]
 rainbow(choices) : "Rainbow" : 0 =
 [
 0 : "No"
 1 : "Yes"
 ]
 // Inputs
 input SetText(string) : "Set the message text."
 input SetTextSize(float) : "Set the message text size."
 input SetTextSpacingX(float) : "Set the spacing between letters along the X axis."
 input SetTextSpacingY(float) : "Set the spacing between letters along the Y axis."
 input SetColor(string) : "Set the message color."
 input SetFont(integer) : "Set the font."
 input SetOrientation(integer) : "Set the orientation."
 input SetRainbow(integer) : "Enable rainbow text."
]
== Keyvalues ==
:
== Flags ==
*1: Start Disabled 
::
== Inputs ==
== See also ==
* point_message - A similar entity which displays a small custom message at a specific position in the game world.
Category:GUI Entities
Category:Team Fortress 2 entities
Poke646

== Story ==
 It's 13 months after the incidents at Black Mesa. The Black Mesa Research Facility has been shut down. The nation never got to know anything about the experiments there. The less you know, the less you worry. The government founded a new organisation to handle "alien related topics". They hired the best scientists, technicians and military forces worldwide, its name is Poke646.
Some days ago the Poke646 scientists spotted alarming signals from the Xen homeworld. It looks as if the aliens plan to invade Nation City by opening a massive number of portals. But the Poke646 Tech Labs are already prepared: some months ago the technicians developed a huge generator which is able to close hundreds of portals at once with a bundled energy beam. Four generators are about to be installed at the edges of Nation City. With all four activated they will form a giant beam and hopefully destroy the alien portal technology forever.
You play the role of Damien Reeves, the technical assistant of Dr. Fuller, and you don't know all these details. All you're currently worrying about is where the hell you lost your car keys when suddenly something hits your head and you slowly fade into unconciousness. When you wake up hours later, you quickly realize that some very strange things are going on...
== Facts ==
Poke646 places the action in a giant city and lets you play through many thrilling environments, such as industrial districts, sewers, the city library, harbor docks, the subway, rotten bars, dubious hotels and many many more.
Although Poke646 is based on the Goldsource engine, you will hardly find any resemblance to Half-Life. Bearing more than a passing resemblance to the then unheard-of Half-Life 2, Poke646 is all new, from the level architecture over the 20 MB of new textures to the brand new arsenal of weapons. Additionally you'll face some new enemies and many unique gameplay elements (like the note system) which have never been realised in a HL mod before. To round it all up, the audio part of Poke646 shines with a suberb soundtrack, weighing in with 24 MB alone. The tracks play for more than half an hour and deeply enhance the general atmosphere of the story.
Begun as a university diploma in graphic design, Poke646 is one of the definitive Half-Life experiences, and is highly recommended for all fans of single-player gaming.
== See also ==
* The original "Poke646", including download mirrors, additional media and a patch for full compatibility with Steam-based versions of Half-Life.
* Poke646: Vendetta - 2nd chapter in the Poke646 saga
* Ten Four Maps review, in which it received their highly-regarded Gold Award.
* 
Category:Single Player Mods
Police Stander

A Police Stander is an who will stand in one spot and warn approaching players to back off. If you get too close to the metropolice, he will strike at you with his baton. This article will set up this simple example.
The Police Stander consists of 3 components:
* 
* 
* A trigger of some sort to set up the relationship.
==Structure==
First thing that needs to be done is to set the npc_metropolice entity wherever you want him to stand. Then, you need to place an ai_goal_police entity near the metropolice and assign it a specified radius so it knows to use the metropolice. Finally, a trigger will be needed to set up their relationship.
===ai_goal_police===
Specifies the goal for the police entity.
====Keyvalues====
* Name: A name will need to be assigned.
* Radius: Setting this value will allow multiple metropolice entities within the ai_goal_police’s radius to be affected. This can be used to make multiple actors do the same action.
* Target: This will need to be set to !player so the cop targets the player and no other entity.
====Flags====
* Do not leave post: Checked. This will keep the police in his designated spot.
* Everything else: Unchecked
===npc_metropolice===
The combine metropolice entity.
====Keyvalues====
* Name: A name will need to be assigned.
* Weapons: This will need to be set to Stun Stick.
====Flags====
* Don’t drop weapon: Checked.
===Trigger===
This dialog should explain what needs to be set on a trigger’s output to hook the ai_goal_police and the npc_metropolice together.
(If the "OnStartTouch" turns red, try "OnFoundEnemy" instead. If this works, then place the ai_goal_police where the npc_metropolice will stand/walk after it detects the player.)
==Conclusion==
To recap:
#A npc_metropolice needs to be placed where you want him to stand and guard with his keys set as stated above.. 
#An ai_goal_police entity is set near the npc_metropolice with a ‘’’Radius’’’ set so it touches the metropolice and with its keys set as stated above.
#A trigger needs to be placed with the values set in the above second diagram.
When triggered, the npc_metropolice should stand at this post (where you placed him in the editor) and whack anyone who gets near him. This example is good for having a visual setup for blocking doorways and other paths instead of just throwing up an invisible wall.
Category:AI
Portal

(2007) is a first-person puzzle video game. Taking place in the mysterious Aperture laboratories and set in the same universe as , the game operates as a puzzle-based shooter, allowing you to create portals that link to one another on any flat and large enough surface.
The gameplay is similar to Narbacular Drop by Nuclear Monkey Software, an indie game that won the IGF 2006 Student Showcase. Members of the development team who created the game were hired by Valve in 2005.
A level expansion for Portal was later released in 2008 as , which included new maps based on maps from the Portal: The Flash Version MapPack, which was an unofficial Portal mod with maps replicating Portal: The Flash Version in real . These levels would later be unofficially ported to the PC in mod form, and later would reappear in the for the .
In 2022, released , a remastered version of developed by NVIDIA Lightspeed Studios (who also co-developed for , and previously ported Portal to NVIDIA Shield devices) which takes advantage of newer hardware and adds ray-tracing support, PBR textures, new high-poly models and much more.
== Chapters ==
== Content ==
* Portal (portal)
* Source 2013 shared (hl2)
* Source shared (hl2)
* engine branch
== System Requirements ==
== Trivia ==
* Some of the screenshots on the Steam page are from prerelease versions of Portal.
* On February 14, 2025, Valve released an update to Portal, which briefly upgraded the engine to newer version of Source 2013 SP used by (20th Anniversary Update), however this was quickly reverted due to a game-breaking bug that crashes the game, when the game tries to load the last map. It also broke the game UI.
== See also ==
* Portal Level Creation
* 
* 
== External links ==
* Portal article on Wikipedia
* EA Summer Showcase trailer: FileFront.com, GameSpot
* My Aperture Innovations (archive of old custom maps)
	 
	 
	 
Category:Portal
Portal:Env Fire fix

The env_fire entity is broken in Portal. There's actually a fixable reason as to why this is.
In the Source engine, the Env_fire entity looks for the particle "fire_01.pcf" to use.
This contains all the necessary particles, like smoke, large/medium/small fires, etc. In Half-Life 2, this works fine.
However, in Portal, the fire pit particles seen at the end of the test chambers are also named "fire_01.pcf".
This creates some conflicts, as the Env_fire can't find the correct particles within the Portal fire pit particle system.
This fix tells Portal that the env_fire entity can use fire_02.pcf (the renamed fire_01.pcf from Half-Life 2). If you distribute a map with an env_fire in it, you MUST include this fix! Otherwise your map will be broken!
There are a few issues with the fix, however. First, some have reported that the fire is mute (no sound). Second, the "Fire Size" keyvalue has no effect on the ingame fire; it remains the same size no matter what value the entry has (thanks to reepblue for pointing that one out).
Download here. by NocturnalGhost, packaged by WinstonSmith
Category:Portal
Category:Particle System
Category:Tutorials
Portal: Combat

== Overview ==
Portal: Combat was going to be a total conversion of Portal, created by Nadestorm Entertainment.
The main feature being added to the usual Portal gameplay were weaponry.
== Features ==
* Unique combat system that goes hand-in-hand with the usual Portal feeling and gameplay.
* Over 100 test chambers which only cover half of the game.
* Lots of easter eggs, because we know you love them.
* Original soundtrack.
== Media ==
See the for now.
== History ==
2009 - Mod started
2011 - Mod cancelled
== Team ==
Role 	Name
Leadership 	A.M.M.D. & BloodRaven
Music composer 	wauterboi
Sound artist 	Durk
Level Designer 	Speed, Neclipse, emetalce
3D Artists 	Disables, fdslk, Snyncing, kfhammond, sonnhalter
Plotline 	A.M.M.D. BloodRaven, Hakamutsi
Voice Actors 	BlueFlash, artis_star_tour, Angela J.
Translators (German-English)	Moonraise, Chaosmaster
== Localized versions ==
Portal: Combat will be completely in english.
== External links ==
* Official site [Dead Link]
* Twitter page
* 
Category:Help Wanted
Category:Portal