nyuuzyou/wikis huggingface dataset:
AIN

An AIN file is a nodegraph for Source engine games. It stores information relating to s and their proximity and visibility for use by the AI for movement around a map. AIN files are automatically generated by the game. If there is no existing AIN file specific to that map, or if it was generated for an older version of that map, the AIN file ( <MAP_NAME>.ain ) is generated by the game. The message "Node graph out of date. Rebuilding..." is printed to the screen when a build or rebuild is occurring.
The graph files are stored in the ..\<game>\maps\graphs directory.
== File Format ==
=== Structs ===
struct ain_header // Probably incorrect header name
{
	int ainet_ver; // AI Net version
	int map_ver; // Map version
};
struct ain_node // Probably incorrect header name
{
	Vector3 pos; // 3 floats (x, y, z)
	float yaw;
	float flOffsets[NUM_HULLS];
	byte nodeType;
	ushort nodeInfo;
	short zone;
};
struct ain_link // Probably incorrect header name
{
	short srcId;
	short destId;
	byte moves[NUM_HULLS];
};
NUM_HULLS is set to 10 for most maps tested.
These structs were based on AI Net version 37, might differ between games and versions.
==== Node types ====
Type	Name
2 	NODE_TYPE_GROUND
3 	NODE_TYPE_AIR
4 	NODE_TYPE_CLIMB
5 	NODE_TYPE_WATER
=== File layout ===
ain_header header;
int numNodes;
ain_node nodes[numNodes];
int numLinks;
ain_link links[numLinks];
int lookup[numNodes];
Category:Level Design
Category:AI
Category:File formats
AI Learning: Zombie

thumb|250px|right|NPC_Zombie in Hammer, No crab.
== NPC_Zombie ==
npc_zombie's are the basic melee character used in Half-Life 2, they require no real work to be implemented and used within a map and can be spawned using the console and entering "npc_create npc_zombie", you may access the console by pressing the tildé (~) key located on the upper-left of most common keyboards.
== Notable Information ==
Entering "zombie_headcrabless 1" into the console results in the headcrab attachment model and headcrab death spawning scripts both being disabled, this can be reverted by placing "0" where "1" is.
== Requirements for Usage ==
As most NPCs, the Zombie requires path nodes in order to navigate and function more appropriately, if there are no nodes then the zombie will either stand idle awaiting enemy contact, or will wander mindlessly.
== Best methods of Use ==
Needless to say, our zombies can work much more effectively using scripted sequences and animations, of which both add to the mood and gameplay of a map.
Most players do enjoy seeing random sequences in where, let us say, a zombie breaks through a door - such an effect is created with the use of scripted sequences, many great examples of zombies with scripts can be seen in the Ravenholm chapters of the game where zombies are constantly breaking through doors, barricades, flipping junk at you, and best of all; climbing up drain pipes.
Category:AI
AI NavGoalFlags t

Flags used by the AI_NavGoal_t structure.
;AIN_YAW_TO_DEST
:"While navigating, try to face the destination point".
:
;AIN_UPDATE_TARGET_POS
:If the GoalType is GOALTYPE_TARGETENT, this flag will cause the NPC's destination to be updated every time the NPC thinks (or more precisely, every time conditions are gathered).
:
;AIN_NO_PATHCORNER_PATHFINDING
:If using a path_corner, don't build a path; just head straight to the destination. The path_corner must be accessible in a straight line from the NPC's position!
Category:Flags
AI NavGoal t

The AI_NavGoal_t structure is used to encapsulate a navigation request. It has five constructors, which accept varying destination parameters:
#Unspecified goal/location
#Vector destination
#Vector destination and GoalType_t
#AI_PathNode_t destination
#AI_PathNode_t destination and GoalType_t
==Parameters==
Alongside the parameters in the list above:
;Activity activity
:The activity to use when moving. Overwritten by all of Valve's stock movement tasks except TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET, so not useful unless you're using either that task or one of your own making.
;Activity arrivalActivity
;int arrivalSequence
:The activity or sequence to play on arriving at the goal. Will be blended with the NPC's idle animation in Valve's stock movement tasks.
;float tolerance
:NPCs closer to their target than this value won't fail their task if they are blocked. See pTarget if you want the NPC to ignore a certain entity when navigating.
;AI_NavGoalFlags_t flags
:Movement flags - click link for detail.
;CBaseEntity* pTarget
:pTarget will be ignored by the navigator - i.e. the NPC won't try and find a way around it. Very useful when the goal is a model entity's origin.
;float maxInitialSimplificationDist
:How far to simplify the path. Game default sets the minimum.
:
Category:AI Programming
Category:Structures
AI Visually Interesting

Category:AI
Visually Interesting hint_types are used to mark a specific location which NPC AI should consider looking or aiming at. NPC AI has only a limited capability for recognising Visually Interesting locations which are not marked by hints. 
* Although they can be used with any hint node, Visually Interesting hint_types do not need to be part of the nodegraph and, in order to avoid nodegraph problems, should generally be placed as info_hint entities.
* An NPC will consider aiming at this hint when choosing a new target, provided that:
** There are no hostiles in the area.
** The hint is within the NPC's viewcone.
** The hint is in the NPC's range.
** The hint is not too close.
* Depending on the call, the hint is found during the NPC’s state. Ability to aim may affect their decision and the node may be locked for five seconds to prevent multiple NPCs staring at it in unison. 
* For hint #13, If the NPC cannot aim it will look at the hint instead. For hint #14, the NPC won't even try to aim - it will only look at the hint.
Hint Type Summary Table :
|}
AMX Mod

AMX Mod is a metamod plugin for . It provides comprehensive scripting for the game engine and its mods. Scripts can intercept network messages, log events, commands, client commands, set cvars, modify entities, and more. 
== History ==
In 2002, a project called Amx Mod starts. AmxMod is developed by "OLO" and is a plugin (module) for Metamod that includes many features and allows you to load "plugins" created from those features. This works for all mods (, , , , and so on).
</br>
The goals of the project were as follows:
* allow easy management of servers
* allow any novice programmer to write their plugins in the Pawn language
* offer a large number of plugins for servers
== See also ==
* AMX Mod X - AMX Mod successor
== External links ==
* AMX Mod dev. blog
* Category:GoldSrc
* Category:GoldSrc Plugins
ANI

ANI is an optional file format that stores animation data for models. It is only created during compilation if is set.
Internally, it begins with a normal MDL 408-byte header, but zeroed out only having its length field set, and the id is IDAG instead of IDST. The header is then immediately followed by the animation block data.
The block data is indexed into from the associated .mdl file. (mstudioanimblock_t, numanimblocks, animblockindex)
==See also==
*Model Creation Overview
*Baked physics
Category:Modeling
Category:File formats
ATROPHY: XCIX

is a singleplayer horror-adventure mod, prequel to TITAN: XCIX and focused more on survival that takes place in an abandoned hospital in the north of England.
== Overview ==
Set in an abandoned hospital in northern England, you assume the role of a high-ranking officer overseeing a patrol near a small town, interrupted by a Combine Sniper attack. Shot in the gut and with no medical assistance, the main character will have to move through the abandoned hospital he was left in and scavange for health kits, as he attracts dangerous creatures each time he bleeds out.
=== Media ===
AtrophyIZ - Screenshot 1.jpg
AtrophyIZ - Screenshot 2.jpg
AtrophyIZ - Screenshot 3.jpg
AtrophyIZ - Screenshot 4.jpg
AtrophyIZ - Screenshot 5.jpg
AtrophyIZ - Screenshot 6.jpg
AtrophyIZ - Screenshot 7.jpg
AtrophyIZ - Screenshot 8.jpg
Category:Half-Life series mods and fangames
Category:Single Player Mods
Category:XCIX
A Frayed Stitch in Time

== Overview ==
A Frayed Stitch in Time is a mod, planned to span four episodes. The first episode was released on Oct 16, 2007.
== Story ==
The Combine have discovered a Time Machine in the vastness of space, built by a non-Combine alien race. The Combine hopes to turn it on and invade Earth at an earlier period in history when modern weapons and Gordon Freeman don't exist. The Time Machine was built 100,000 years ago, so the Combine can go back in time to a period sometime in that 100,000 years. The Time Machine was left partially on, and the Combine hope to get it running at full power. Gordon Freeman and Alyx get sent there during the slow teleport from Nova Prospect to Dr. Kleiner's lab, and you have to stop the Combine from turning the machine on.
The problem is that if the Time Machine goes to full power, it pulls the Sun towards the machine. The Sun then enters the time vortex surrounding the plane, then goes on a strange trip and does a lot of damage to the place where it goes namely the Earth.
== Features ==
* Leaks.
== Episodes ==
* One - Fractured Dreams - Finished.
* Two - Road to Nowhere - Not going to be finished.
* Two - Road to Infinity - Not going to be finished.
* Two - chapter name not available
* Three - In the Middle of a Hole - Not going to be finished.
* Four - chapter name not available - Not going to be finished.
== External links ==
*Official website
Ability tongue

__NOTOC__
 It's the smoker's tongue attack. This entity is located at the tip of his tongue.
== NetProps ==
=== CTongue ===
=== CBaseAbility ===
== ConVars == 
== See also ==
* Left 4 Dead 2/Script Functions#CNetPropManager
* ability_charge
* ability_leap
* ability_lunge
* ability_selfdestruct
* ability_spit
* ability_throw
* ability_vomit
ActBusy Script Editor

The Actbusy Script Editor is an engine tool available in . 
Actbusy...
== Game engines ==
== Games ==
# 
== Usage == 
Run your game or mod with -tools -nop4 on the command line and select 'Actbusy Script Editor' from the Tools menu. Make sure that sv_lan is set to 1 in the console located in the lower-left corner (sv_lan 1). 
== Interface ==
The first window on the left is the properties window. On the right is the Sequence Picker window.
 
 File
 Edit
 ActBusy
 View
 
 
 
 
 
 
 
 
*Open... 
*Save
*Save As...
*Close
*Recent
*Clear Recent
*Exit
 
 
*Undo
Shortcut keys + 
*Redo
Shortcut keys + + 
*Describe Undo History
*Clear Undo History
*Keyboard
Shortcut keys + + + 
See setting key bindings
 
 
*Create ActBusy
*Delete ActBusy
 
 
;*Properties
:Shows the Properties Window If Checked
;*Sequence Picker
:Shows the Sequence Picker Window If Checked
;*Default Layout
:Resets the layout to the defualt view
 
== Creating ActBusy Events ==
first click ActBusy -> Create ActBusy
click the + symbol next to children
the Properties window should look like this
== Selecting Animations ==
Click next to one of the fallowing
*busy_anim
*entry_anim
*exit_anim
*busy_sequence
*entry_sequence
*exit_sequence
The Select MDL File Window Opens
pick the desired performing character model
then click "open"
The Select Sequence/Activity Window Opens
Select the approprate animation and click "open"
Repeat for the rest
== Setting Interrupts ==
Click the box next to interrupts
This drop down will show
Category:Engine Tools
Actbusy Queues

Actbusy Queues are a superset of the Actbusy system. They're less useful than the base Actbusy system, having been created to solve a single specific problem: making a queue of NPCs. If you're trying to do anything other than that in your map, it isn't what you're looking for.
==Structure==
An ai_goal_actbusy_queue tells a NPC to join a preset queue of actbusy hints. The NPC moves along the queue under the control of the goal.
==See also==
* Actbusy
* Info_node_hint
* Activities
Category:AI
Action: Source

== Overview ==
Action: Source is a mod for the source engine that is designed to simulate being in an action movie or what it's devs call "Movie Realism".
== Media ==
Action_Source_-_Screenshot_1.jpg
Action_Source_-_Screenshot_2.jpg
Action_Source_-_Screenshot_3.jpg
Action_Source_-_Screenshot_4.jpg
Action_Source_-_Screenshot_5.jpg
Action_Source_-_Screenshot_6.jpg
Action_Source_-_Screenshot_7.jpg
Action_Source_-_Screenshot_8.jpg
Action_Source_-_Screenshot_9.jpg
Action_Source_-_Screenshot_10.jpg
Action_Source_-_Screenshot_11.jpg
Action_Source_-_Screenshot_12.jpg
Action_Source_-_Screenshot_13.jpg
Action_Source_-_Screenshot_14.jpg
Action Half-Life

==Overview==
Action Half-Life is designed to simulate the experience of being in an action movie. Movies like Hard Boiled, Face Off, and Die Hard are the inspiration for AHL.
==Gameplay==
AHL aims for something called 'Movie Realism'. This means that you can take a few bullets and keep fighting. You can fall from a two story roof and only hurt your leg. You can bandage a wound in seconds. This doesn't mean you're invincible however, as hits to the head from large caliber weapons are instantly fatal, but a head shot even from a small pistol will put you within an inch of your life.
Of course, stunts play a large part in action movies, and likewise, play a large part in AHL. Dives, rolls, and long jumps can be executed for style and tactical advantage. There's nothing quite like diving through a window and capping the bad guy in the head before you hit the ground. This is a game of style and fun, not obsessive realism.
==Action Half-Life: Director's Cut==
AHL: Director's Cut is a project started by the Ministry of Action. The Ministry is a group of people who still enjoy AHL and think that it has a life ahead of it. In our opinion AHL is a wonderful formula for online play, but a few bad design decisions spoiled the brew.
Thus we have been busy making improvements to AHL v1, which was meant to be the final one. We have tried to improve overall accessability, weapon behaviour and content. At release we will put up a big changes list that shows all new features and changes.
We hope that this new version will get some people playing again. We also aim to maintain a flow of new players coming in and trying out AHL. Maybe people will even be inspired again to make new content. We are realistic and do not expect 200 players by tomorrow; but AHL still has plenty to offer!
==External links==
*Official Website for AHL:DC (Archived)
*Official Website for AHL (Archived)
*
*ModDB - AHL (Archived)
*Steam Store page (Archived)
Category:Multiplayer Mods
Activate()

Activate() is a void member function of CBaseEntity that is available through inheritance to every entity in a Source game. It is called by the engine after Spawn() and, if Spawn() occurred during a map's initial load, after all other entities have been spawned too.
Activate() is used to perform spawning tasks that require interaction with other entities. Such tasks should never be performed in Spawn() itself, as it may be called before any other entities become available.
== Example ==
 void CAlyxEmpEffect::Activate()
 {
 	// Start out with a target entity
 	SetTargetEntity( STRING(m_strTargetName) );
 	
 	BaseClass::Activate();
 }
== See also ==
*Spawn()
*Think()
*Your First Entity
Category:Functions
Acttable t

acttable_t defines translations between the generic activities generated by a PlayerAnimState object into ones specific to the current weapon. For instance, ACT_MP_STAND_IDLE might be translated into ACT_DOD_STAND_AIM_RIFLE by the Rifle weapon.
If a weapon doesn't have an ActTable, or has an incomplete one, you are likely to find your player models losing all animations in some conditions.
== Implementation ==
Add DECLARE_ACTTABLE() to both the client and server classes. Then, in shared code:
acttable_t CMyWeapon::m_acttable[] = 
{
	{ ACT_MP_STAND_IDLE,	ACT_MYMOD_STAND_AIM_MYWEAPON,	false },
	{ ACT_MP_CROUCH_IDLE,	ACT_MYMOD_CROUCH_AIM_MYWEAPON,	false },
	{ ACT_MP_RUN,		ACT_MYMOD_RUN_MYWEAPON,		false },
	// etc.
};
IMPLEMENT_ACTTABLE( CMyWeapon );
The third value is whether the animation is "required" or not. 
Category:Weapons programmingCategory:Structures
Adam Ivanov

__NOTOC__
Adam Ivanov is the protagonist of . He's a citizen from District 5 of City 17 and former soldier who went looking for his wife, Anna Bunin, after The Combine took her captive for being somehow pregnant.
He's voiced by Jordan Shone-Andrews.
==Appearance==
Adam is represented by as a slightly modified Male_07 Citizen model on the mod's menu. He's got a small scar beneath his right eye and has enhanced details like shirt buttons, and overall higher texture quality albeit with a layer of grime. And unlike Gordon, he doesn't have an HEV Suit, so he has to use pre-war medkits to patch himself up.
==Personality==
Due to his military background, Adam is skilled with guns, although his shooting is tactical and slow, unlike Gordon's. He's also a calm and collected individual, and deeply cares for his wife, willing to risk his life in search of her. And despite confronting zombies and Combine Soldiers armed only with outdated weaponry, some old medkits, and lacking any protective gear, he displays a surprising resilience.
== See also ==
* Gordon Freeman, protagonist of most titles.
* Adrian Shepard, protagonist of .
* Jamil Lee, protagonist of another mod, .
Category:Protagonists
Category:Logistique Act. 1
Add-on

An Add-on is a user-created content package utilizing the .VPK format. Currently, Add-ons are used to deliver custom campaigns for Left 4 Dead.
Left 4 Dead add-on campaigns are much more than just simply a map file. They are a cohesive collection of the poster, navigation file, models, materials and a description file that ties it all together. When players see their friends playing an add-on campaign, they are offered an option to click and visit a web link (via a Download Add-On button). This link is expected to bring players to a website for the add-on campaign from which it can be immediately downloaded, and should not necessarily be a direct link to the VPK file itself. 
This allows campaign authors to have a website that is centered on their add-on campaign and provide a place for screenshots, news, updates, and comments about it. It also allows the author to change or add multiple download locations for players to download from if necessary. Another advantage is that it also removes the burden of the download bandwidth from the server operators and places them on sites that are specifically set up for downloading.
== Server Operation ==
For server operators, there's two significant changes to be aware of regarding Add-ons:
* On the server, operators need to install .vpk files in the left4dead/addons folder just like clients do. They can install one and activate it on the server without restarting by entering "update_addon_paths;mission_reload" into the server console after placing the .VPK file in the addons folder.
* The sv_search_key, sv_gametypes, and sv_steamgroup tags have been removed from the regular server tags. The master servers and steam API have been extended to allow servers to send up a list of keys seperate from tags for matchmaking, up to 1200 bytes in size. The reason for this is not just to fix up overloading the 63 character limit on tags, servers now send up a list of the names of the third party custom campaigns they have installed so players can find them. The "sv_showtags" command will now list the normal tags as public and the extended matchmaking only tags as private. The private matchmaking tags are only communicated between a server and the master server. sv_steamgroup has also been extended to allow a server to be in multiple groups by specifying the group IDs separated by commas.
When players now select a custom third party campaign add-on and search for a dedicated server, it will look at these extended tags for the name and version of the campaign installed. Server operators will certainly want to keep an eye on the various Left4Dead add-on websites for popular third party campaigns and install them for people to play on their server.
== See also ==
* L4D Campaign Add-on Tutorial
Category:Left 4 Dead
AddOutput

AddOutput lets mappers change the properties of an entity. Anything that is in the entity's properties can be changed/added to with the AddOutput input. This includes targetname, rendercolor, solid and more that is defined in the FGD.
Due to how much AddOutput lets you manipulate entities properties it is therefore a good way to optimize maps which utilize env_entity_maker, point_teleport, game_text and more which count as edict.
Changing the properties of an entity using AddOutput in Hammer uses the syntax : <property> <value>
It can also add output to an entity with the syntax: <output> <targetname>:<input>:<parameter>:<delay>:<refires (-1 = infinity, 1 = once)>
* Example with parameters: Output TargetName:Color:255 255 255:0:-1
* Example with no parameters: Output TargetName:Lock::0:-1
Just like in Hammer you are not limited to only 1, -1 for refires as it can be defined to any positive number.
* 1 = fire once, 2 = fire twice, [...] , -1 = fire infinite times 
== Limitations ==
* Only one output can be added with AddOutput to an entity. Stacking 2 or more in the same AddOutput will not work due to how the engine reads the colons.
* It's not possible to add an output with this that uses AddContext input because AddContext also uses ':' in its syntax.
== Firing AddOutput via ==
Because AddOutput uses space in its syntax it's required to enclose the ent_fire parameter in quotes.
To change keyvalue: 
To add output: 
== Examples ==
:Format: <key> <value>
 {
 "classname" "trigger_once"
 .
 .
 .
 'OnStartTouch" "game_text,AddOutput,message There is a fire ahead. Go the other way!,0,1
 'OnStartTouch" "game_text,Display,,0.02,1
 } 
This changes the text of a game_text and then displays it. This is useful as to prevent having an unneccesary amount of game_text which counts as edict
:Format: <output> <targetname>:<input>:<parameter>:<delay>:<refire>
 {
 "classname" "tf_logic_auto"
 .
 .
 .
 'OnMapSpawn" "team_round_timer_red,AddOutput,OnFinished game_round_win:RoundWin::0:-1,0,-1
 }
This adds an output to an entity with the targetname "team_round_timer_red".
----
;Trigger_Multiple
:Name: Ghost
;Outputs
:My Output Named: OnEndTouch
:Targets entities named: !activator
:Via this input: Alpha
:With a parameter override of: 255
:After a delay in seconds: 0.10
:My Output Named: OnStartTouch
:Targets entities named: !activator
:Via this input: AddOutput
:With a parameter override of: rendermode 1
:After a delay in seconds: 0.00
:My Output Named: OnStartTouch
:Targets entities named: !activator
:Via this input: Alpha
:With a parameter override of: 120
:After a delay in seconds: 0.00
Results in translucent player when standing in the trigger_multiple (OnStartTouch) and visible again when not in the trigger_multiple (OnEndTouch).
== See Alsо ==
*Optimizing Edict's & Mapping Tricks
Category:IO System