Left 4 Dead 2/Scripting/Script Functions/AddThinkToEnt: Difference between revisions
m (oh, nah, name caps error. Images work fine now) |
|||
(11 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
< | Turns a function of an entity's script into a think function, which then the function automatically calls itself in an interval set by number returns if they exist, otherwise the <code>sv_script_think_interval</code> cvar is used (0.1 seconds by default). There can only be one think function for each entity at a time, so you can't chain think functions. | ||
To remove think functions, call this function with <code>null</code> as an argument under the ''funcname'' parameter. See this sub-section of the [[Entity_Scripts#Thinker_Functions|Entity Scripts]] page to know more about think functions. | |||
__TOC__ | |||
== Parameters == | == Parameters == | ||
'''void AddThinkToEnt(CBaseEntity ''entity'',string '' | '''void AddThinkToEnt(CBaseEntity ''entity'',string ''funcname'')''' | ||
{| class="standard-table" style="width: 50%;" | {| class="standard-table" style="width: 50%;" | ||
! Type | ! Type | ||
Line 18: | Line 18: | ||
| string | | string | ||
| funcname | | funcname | ||
| Given the string, find the function of the same name. Pass<code>null</code>to remove it. | | Given the string, find the function of the ''exact'' same name (no brackets allowed!). Pass<code>null</code>to remove it. | ||
|} | |} | ||
== Code Samples == | == Code Samples == | ||
=== Fastest Rethink Rate === | === Fastest Rethink Rate === | ||
[[File:L4D2ScriptFunctions_AddThinkToEnt-FastestRethinkRate.png|thumb|right| | [[File:L4D2ScriptFunctions_AddThinkToEnt-FastestRethinkRate.png|thumb|right|super|300px]] | ||
When ran, the | When ran, an [[info_target]] will be spawned with a think function that automatically uses the fastest possible rethink rate (that's capped). The think function uses [[Left 4 Dead 2/Scripting/Script Functions/ClientPrint|ClientPrint()]] and fills the chatbox about how long the game has been running. When it has sent the messages 30 times, the entity will then delete itself, thus halting the think function. | ||
Since {{l4d2}} runs on [[Source_Multiplayer_Networking#Servers_that_Support_Tickrate|30 ticks]] by default, think functions can never run faster than 0.03333... seconds. See this sub-section of the [[Entity_Scripts#Thinker_Functions|Entity Scripts]] page to know more about think functions. | Since {{l4d2}} runs on [[Source_Multiplayer_Networking#Servers_that_Support_Tickrate|30 ticks]] by default, think functions can never run faster than 0.03333... seconds. See this sub-section of the [[Entity_Scripts#Thinker_Functions|Entity Scripts]] page to know more about think functions. | ||
{{ | {{Expand| | ||
< | <syntaxhighlight lang=js> | ||
local timethinker = SpawnEntityFromTable("info_target", { targetname = "timethinker" } ) | local timethinker = SpawnEntityFromTable("info_target", { targetname = "timethinker" } ) | ||
if( timethinker.ValidateScriptScope() ) | if( timethinker.ValidateScriptScope() ) | ||
Line 40: | Line 40: | ||
ClientPrint(null, DirectorScript.HUD_PRINTTALK, "\x04"+"Current Time: "+"\x05"+Time().tostring()) | ClientPrint(null, DirectorScript.HUD_PRINTTALK, "\x04"+"Current Time: "+"\x05"+Time().tostring()) | ||
timethinker.GetScriptScope()["PrintCount"]++ | timethinker.GetScriptScope()["PrintCount"]++ | ||
return 0.01 | return 0.01 // can't actually rethink this fast; quick way to ensure it rethinks at the rethink rate cap | ||
} | } | ||
else | else | ||
Line 50: | Line 50: | ||
AddThinkToEnt(timethinker, "Think") | AddThinkToEnt(timethinker, "Think") | ||
} | } | ||
</ | </syntaxhighlight>}} | ||
=== Survivor Health Decay === | === Survivor Health Decay === | ||
[[File:L4D2ScriptFunctions_AddThinkToEnt-SurvivorHealthDecay.png|thumb|right| | [[File:L4D2ScriptFunctions_AddThinkToEnt-SurvivorHealthDecay.png|thumb|right|super|300px|Look at Rochelle, Ellis and Coach's health.]] | ||
This script applies a slow think function onto all players, which will then slowly decay their normal health, and turn it into temporary health. | This script applies a slow think function onto all players, which will then slowly decay their normal health, and turn it into temporary health. It also implements a buffer system, a period where health decay attempts will not be allowed. | ||
{{ | {{Expand| | ||
< | <syntaxhighlight lang=js> | ||
const HEALTH_DECAY_TIME = 2 | const HEALTH_DECAY_TIME = 2 | ||
const HEALTH_DECAY_BUFFERCOUNT = | const HEALTH_DECAY_BUFFERCOUNT = 5 | ||
local player = null | local player = null | ||
while( player = Entities.FindByClassname(player,"player") ) | while( player = Entities.FindByClassname(player,"player") ) | ||
Line 99: | Line 100: | ||
printl("Applied health decaying to "+player) | printl("Applied health decaying to "+player) | ||
} | } | ||
</syntaxhighlight> | |||
</ | |||
}} | }} | ||
[[Category:Left 4 Dead 2]] | [[Category:Left 4 Dead 2]] | ||
[[Category:Scripting]] | [[Category:Scripting]] |
Latest revision as of 14:21, 15 September 2024
Turns a function of an entity's script into a think function, which then the function automatically calls itself in an interval set by number returns if they exist, otherwise the sv_script_think_interval
cvar is used (0.1 seconds by default). There can only be one think function for each entity at a time, so you can't chain think functions.
To remove think functions, call this function with null
as an argument under the funcname parameter. See this sub-section of the Entity Scripts page to know more about think functions.
Parameters
void AddThinkToEnt(CBaseEntity entity,string funcname)
Type | Name | Description |
---|---|---|
CBaseEntity | entity | Target entity to be applied a think function. |
string | funcname | Given the string, find the function of the exact same name (no brackets allowed!). Passnull to remove it.
|
Code Samples
Fastest Rethink Rate
When ran, an info_target will be spawned with a think function that automatically uses the fastest possible rethink rate (that's capped). The think function uses ClientPrint() and fills the chatbox about how long the game has been running. When it has sent the messages 30 times, the entity will then delete itself, thus halting the think function.
Since runs on 30 ticks by default, think functions can never run faster than 0.03333... seconds. See this sub-section of the Entity Scripts page to know more about think functions.
local timethinker = SpawnEntityFromTable("info_target", { targetname = "timethinker" } )
if( timethinker.ValidateScriptScope() )
{
const MAX_PRINT_TIMES = 30
timethinker.GetScriptScope()["PrintCount"] <- 0
timethinker.GetScriptScope()["Think"] <- function()
{
if( timethinker.GetScriptScope()["PrintCount"] < MAX_PRINT_TIMES )
{
ClientPrint(null, DirectorScript.HUD_PRINTTALK, "\x04"+"Current Time: "+"\x05"+Time().tostring())
timethinker.GetScriptScope()["PrintCount"]++
return 0.01 // can't actually rethink this fast; quick way to ensure it rethinks at the rethink rate cap
}
else
{
ClientPrint(null, DirectorScript.HUD_PRINTTALK, "\x03"+"We printed enough times already.")
self.Kill()
}
}
AddThinkToEnt(timethinker, "Think")
}
|
Survivor Health Decay
This script applies a slow think function onto all players, which will then slowly decay their normal health, and turn it into temporary health. It also implements a buffer system, a period where health decay attempts will not be allowed.
const HEALTH_DECAY_TIME = 2
const HEALTH_DECAY_BUFFERCOUNT = 5
local player = null
while( player = Entities.FindByClassname(player,"player") )
{
// Team 4 is the L4D1 Passing Survivors; they're invincible!
if( player.IsSurvivor() && NetProps.GetPropInt(player, "m_iTeamNum") != 4 )
{
if( player.ValidateScriptScope() )
{
local player_entityscript = player.GetScriptScope()
player_entityscript["HealthDecayBufferCount"] <- HEALTH_DECAY_BUFFERCOUNT
player_entityscript["HealthDecay"] <- function()
{
if( player_entityscript["HealthDecayBufferCount"] < 0 )
{
// Bots lose the think function when they die, anyways
if( !self.IsIncapacitated() && !self.IsDead() && !self.IsHangingFromLedge() )
{
if( self.GetHealth() > 1 )
{
self.SetHealth( self.GetHealth()-1 )
self.SetHealthBuffer( self.GetHealthBuffer()+1 )
printl(GetCharacterDisplayName(self)+" is decaying health!")
}
else
printl(GetCharacterDisplayName(self)+" isn't able to decay health anymore.")
}
else
printl(GetCharacterDisplayName(self)+" is currently not allowed to decay health.")
}
else
{
player_entityscript["HealthDecayBufferCount"] -= 1
printl(GetCharacterDisplayName(self)+" is in health decay buffer")
}
return HEALTH_DECAY_TIME
}
}
}
AddThinkToEnt(player, "HealthDecay")
printl("Applied health decaying to "+player)
}
|