Left 4 Dead 2/Scripting/Script Functions: Difference between revisions

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{{sq}} This list contains all engine-related Squirrel variables, functions, and constants available for [[VScript]] in {{game link|Left 4 Dead 2}}. Some can be printed in-game with the <code>scipt_help</code> command when the game is run in debug mode with the <code>-allowdebug</code> parameter, or with <code>script g_ModeScript.DeepPrintTable(getroottable())</code>. Others have been found from data mining.
{{sq}} This list contains all engine-related Squirrel variables, functions, and constants available for [[VScript]] in {{game link|Left 4 Dead 2}}. Some can be printed in-game with the <code>scipt_help</code> command when the game is run in developer mode with the <code>dev</code> or <code>-allowdebug</code> parameters. Others have been found from data mining, for example with <code>script g_ModeScript.DeepPrintTable(getroottable())</code>.


== Variables ==
== Variables ==

Revision as of 06:41, 6 April 2014

Squirrel This list contains all engine-related Squirrel variables, functions, and constants available for VScript in Left 4 Dead 2 Left 4 Dead 2 . Some can be printed in-game with the scipt_help command when the game is run in developer mode with the dev or -allowdebug parameters. Others have been found from data mining, for example with script g_ModeScript.DeepPrintTable(getroottable()).

Variables

Instance Type Description
Convars CConvars
Director CDirector
DirectorScript table Script scope for Director scripts. Contains the active DirectorOptions table.
Documentation table Contains the printed strings from the script_help command.
Entities CEntities
g_ClearoutTable table (null)
g_MapScript table Script scope for map specific vscripts.
g_ModeScript table Script scope for mode specific vscripts. It also contains a lot of utility functions.
g_RoundState table
g_rr table
NavMesh CNavMesh
print_indent
_PublishedHelp table
ScriptDebugTraceAllOn boolean
ScriptDebugTraces table
ScriptDebugText array
ScriptDebugTextFilters table
ScriptDebugTextIndent boolean
ScriptDebugWatches array
ScriptEventCallbacks table

Classes

CBaseAnimating

Extends CBaseEntity

CBaseEntity

This is a script handle for a game entity. All entities in-game are accessible from Entities.

Base Methods

Function Signature Description
__KeyValueFromInt void __KeyValueFromInt(string key,int value) Sets a keyvalue from an integer, the keys available for all __KeyValue are from the DEFINE_KEYFIELD in baseentity.cpp (classname,rendermode, renderfx, etc.).
__KeyValueFromString void __KeyValueFromString(string key,string value) Sets a keyvalue from a string, the keys available for all __KeyValue are from the DEFINE_KEYFIELD in baseentity.cpp (classname,rendermode, renderfx, etc.).
__KeyValueFromVector void __KeyValueFromVector(string key,Vector value) Sets a keyvalue from a vector, the keys available for all __KeyValue are from the DEFINE_KEYFIELD in baseentity.cpp (classname,rendermode, renderfx, etc.).
ApplyAbsVelocityImpulse void ApplyAbsVelocityImpulse(Vector impulse) Apply a Velocity Impulse.
ApplyLocalAngularVelocityImpulse void ApplyLocalAngularVelocityImpulse(Vector impulse) Apply an Ang Velocity Impulse.
ConnectOutput void ConnectOutput(string output, string function) Adds an I/O connection that will call the named function when the specified output fires.
DisconnectOutput void DisconnectOutput(string event) Removes a connected script function from an I/O event.
FirstMoveChild handle FirstMoveChild()
GetAngles handle QAngle GetAngles() Returns the orientation of the entity in the world.
GetBaseVelocity Vector GetBaseVelocity() Get Base? velocity
GetClassname string GetClassname() Returns the entity class. This includes player and infected.
GetContext unknown GetContext(string) GetContext( name ): looks up a context and returns it if available. May return string, float, or null (if the context isn't found)
GetEntityHandle unknown GetEntityHandle() Get the entity as an EHANDLE.
Todo: What is this?
GetEntityIndex int GetEntityIndex() Returns the entity index. This is the same type of index used in most game events.
GetForwardVector Vector GetForwardVector() Get the forward vector of the entity.
GetHealth int GetHealth()
GetLocalAngularVelocity QAngle GetLocalAngularVelocity() Maybe local angvel
GetLocalVelocity Vector GetLocalVelocity() Get Entity relative velocity
GetMoveParent handle GetMoveParent() If in hierarchy, retrieves the entity's parent
GetName string GetName() Returns the targetname of the entity.
GetOrigin Vector GetOrigin() Returns the origin of the entity in the world.
GetOwnerEntity handle GetOwnerEntity() Get the owner entity, if there is one.
GetPreTemplateName string GetPreTemplateName() Get the entity name stripped of template unique decoration.
GetRootMoveParent handle GetRootMoveParent() If in hierarchy, walks up the hierarchy to find the root parent.
GetScriptId string GetScriptId() Retrieve the unique identifier used to refer to the entity within the scripting system.
GetScriptScope handle GetScriptScope() Retrieve the script-side data associated with an entity.
GetVelocity Vector GetVelocity()
IsPlayer bool IsPlayer() Does this entity belong to the player class.
IsValid bool IsValid() Whether the handle belongs to a valid entity.
Kill void Kill()
NextMovePeer handle NextMovePeer()
OverrideFriction void OverrideFriction(float duration, float friction) Takes duration, value for a temporary override
PrecacheModel void PrecacheModel(string filename)
PrecacheScriptSound void PrecacheScriptSound(string)
Todo: Is this for raw files or soundscripts?
SetAngles void SetAngles(QAngle direction)
SetContext void SetContext(string name, string value, float duration) Stores any key/value pair in this entity's dialog contexts. Value must be a string. Will last for duration (set 0 to mean 'forever').
SetContextNum void SetContextNum(string name, float value, float duration) Stores any key/value pair in this entity's dialog contexts. Value must be a number (int or float). Will last for duration (set 0 to mean 'forever').
SetForwardVector void SetForwardVector(Vector direction) Set the orientation of the entity to have this forward vector.
SetFriction void SetFriction(float friction) Set PLAYER friction, ignored for objects.
SetGravity void SetGravity(float gravity) Set PLAYER gravity, ignored for objects.
SetHealth void SetHealth(int health)
SetOrigin void SetOrigin(Vector position)
SetVelocity void SetVelocity(Vector velocity) Sets the entity velocity.
ValidateScriptScope bool ValidateScriptScope() Ensure that an entity's script scope has been created.

Functions

Function Signature Description
OnPostSpawn void OnPostSpawn() If you declare a function OnPostSpawn() in your vscript, when the entity that is using the script is spawned, it will run this function automatically. You could use this to have an entity register itself with a master script or just do whatever needed to be down immediately after spawn.

CTerrorPlayer

Extends CBaseEntity

Class for player entities. Both survivors and special infected belong to this.

Methods

Function Signature Description
Extinguish void Extinguish() Extinguish a burning player.
EyePosition Vector? EyePosition() Try and get the current eye position.
GetActiveWeapon handle GetActiveWeapon() Get the player's active weapon entity.
GetButtonMask int GetButtonMask() Returns a bitfield of currently pressed buttons. Recognized buttons are: IN_ATTACK, IN_ATTACK2, IN_JUMP, IN_DUCK, IN_FORWARD, IN_BACK, IN_USE, IN_MOVELEFT, IN_MOVERIGHT, IN_RELOAD
GetHealthBuffer int GetHealthBuffer() Returns the current temporary health of a survivor.
Todo: Does temp health work on SI?
GetPlayerName string GetPlayerName Get the players name.
GetPlayerUserId int GetPlayerUserId() Get the players userID.
GetPreTemplateName [Todo]
GetSenseFlags int GetSenseFlags() Get the current bits for the bot sense flags: BOT_CANT_SEE, BOT_CANT_HEAR, BOT_CANT_FEEL
GetSurvivorSlot int GetSurvivorSlot() Get the player's slot.
GetZombieType int GetZombieType() If an infected, find out what type. Recognized ZombieTypes are: Smoker = 1, Boomer = 2, Hunter = 3, Spitter = 4, Jockey = 5, Charger = 6, Witch = 7, Tank = 8, Survivor = 9
GiveAmmo void GiveAmmo(int amount) Adds ammo for the player's currently equipped weapon. Double the value set in amount is added.
GiveItem void GiveItem(string itemname) Give an item/weapon by name. (health, katana, rifle_ak47, etc.)
GiveUpgrade void GiveUpgrade(string upgrade) give a primary weapon upgrade: UPGRADE_INCENDIARY_AMMO, UPGRADE_EXPLOSIVE_AMMO, UPGRADE_LASER_SIGHT
HitWithVomit void HitWithVomit() Target a player with a boomer vomit attack.
IsDead bool IsDead() Returns a bool indicating dead state.
IsDying bool IsDying() Returns a bool indicating dying state.
IsIncapacitated bool IsIncapacitated() Returns a bool indicating incapacitated state.
IsHangingFromLedge bool IsHangingFromLedge() Returns a bool indicating ledge hang state.
IsGhost bool IsGhost() Returns a bool indicating ghost infected state.
IsOnFire bool IsOnFire() Returns a bool indicating if a player is on fire.
IsSurvivor bool IsSurvivor() On the survivor team (Otherwise, infected).
RemoveUpgrade void RemoveUpgrade(string upgrade) Remove a primary weapon upgrade: UPGRADE_INCENDIARY_AMMO, UPGRADE_EXPLOSIVE_AMMO, UPGRADE_LASER_SIGHT
ReviveByDefib void ReviveByDefib() Revive a dead player by defib.
ReviveFromIncap void ReviveFromIncap() Revive an incapacitated player.
SetFriction void SetFriction(int friction) Set player friction.
SetGravity void SetGravity(int gravity) Set player gravity.
SetHealthBuffer void SetHealthBuffer(float health) Sets the temporary health of a survivor. Does not incapacitate or kill when set to zero.
SetReviveCount void SetReviveCount(int count) Sets the number of times a survivor has been revived, and updates third-strike state and effects.
SetSenseFlags void SetSenseFlags(int flags) Set the current bits for the bot sense flags: BOT_CANT_SEE, BOT_CANT_HEAR, BOT_CANT_FEEL
Stagger void Stagger(Vector position) Stagger a player away from a position. Use Vector(0,0,0) to just stagger forward.
TryGetPathableLocationWithin Vector TryGetPathableLocationWithin(int radius) Get a location on the nav the player can path to within the desired radius.
UseAdrenaline void UseAdrenaline(int duration) Causes Adrenaline's speed and visual effect, no change to health.


CCallChainer

Methods

Function Signature Description
constructor [Todo] constructor()
PostScriptExecute [Todo] PostScriptExecute()
Call [Todo] Call()

Members

Instance Type Description
chains null
prefix null
scope null

CDirector

Game Instance: Director

Provides methods for reading information and forcing events in the AI Director. To influence the Director behavior, the DirectorScript table is used instead.

Methods

Function Signature Description
ClearCachedBotQueries void ClearCachedBotQueries()
ForceNextStage void ForceNextStage()
GetAveragedSurvivorSpan float GetAveragedSurvivorSpan() Get the distance between the lead and trailing survivors, smoothed over time.
GetAveragedSurvivorSpeed float GetAveragedSurvivorSpeed() Get the rate at which the lead survivor is moving along the flow, smoothed over time.
GetCommonInfectedCount int GetCommonInfectedCount() Returns number for infected currently spawned.
GetFurthestSurvivorFlow float GetFurthestSurvivorFlow() Get the maximum distance along the flow that the survivors have reached
GetGameMode string GetGameMode() Get the current game mode. If called in a mutation, it returns the current mutation, not the base mode.
GetHoldoutCooldownEndTime [Todo] float? GetHoldoutCooldownEndTime()
GetPendingMobCount int GetPendingMobCount() Returns the number of infected waiting to spawn.
HasAnySurvivorLeftSafeArea bool HasAnySurvivorLeftSafeArea() True when one or more survivors have left the starting safe area.
IsAnySurvivorInCombat bool IsAnySurvivorInCombat() Returns true if any survivor recently dealt or took damage.
IsPlayingOnConsole bool IsPlayingOnConsole() Return true if game is running on a console (such as Xbox 360).
IsSinglePlayerGame bool IsSinglePlayerGame() Return true if game is in single player.
IsValid bool IsValid() Whether the handle belongs to a valid entity.
IsTankInPlay bool IsTankInPlay() Returns true if any tanks are aggro on survivors.
L4D1SurvivorGiveItem void L4D1SurvivorGiveItem() Let the L4D1 survivors know that now is a good time to give the players an item.
PlayMegaMobWarningSounds void PlayMegaMobWarningSounds() Plays a horde scream sound and asks survivors to speak 'incoming horde' lines.
ResetMobTimer void ResetMobTimer() Trigger a mob as soon as possible when in BUILD_UP.
ResetSpecialTimer void ResetSpecialTimer()
SetHoldoutCooldownEndTime void SetHoldoutCooldownEndTime(float time? [Todo])
UserDefinedEvent1 void UserDefinedEvent1() These trigger the appropriate output from the info_director entity when called.
UserDefinedEvent2 void UserDefinedEvent2()
UserDefinedEvent3 void UserDefinedEvent3()
UserDefinedEvent4 void UserDefinedEvent4()

CEntities

Game Instance: Entities

An interface to find and iterate over the entities in play.

To iterate over a set of entities, pass 'null' to the previous argument in the appropriate method to start an iteration, or reference to a previously found entity to continue a search.

Methods

Function Signature Description
FindByClassname handle FindByClassname(handle previous, string class) Find entities by class name.
FindByClassnameNearest handle FindByClassnameNearest(string class, Vector origin, float radius) Find the entity with the given class name nearest to the specified point.
FindByClassnameWithin handle FindByClassnameWithin(handle previous, string class, Vector origin, float radius) Find entities by class name within a radius.
FindByModel handle FindByModel(handle previous, string filename) Find entities by model name.
FindByName handle FindByName(handle previous, string name) Find entities by name.
FindByNameNearest handle FindByNameNearest(string name, Vector origin, float radius) Find entities by name nearest to a point.
FindByNameWithin handle FindByNameWithin(handle previous, string name, Vector origin, float radius) Find entities by name within a radius.
FindByTarget handle FindByTarget(handle previous, string targetname) Find entities by its target.
FindInSphere handle FindInSphere(handle previous, Vector origin, float radius) Find entities within a radius.
First handle First() Begin an iteration over the list of entities
Next handle Next(handle previous) Continue an iteration over the list of entities, providing reference to a previously found entity.
IsValid bool IsValid() Whether the handle belongs to a valid entity.


CEnvEntityMaker

Methods

Function Signature Description
SpawnEntity void SpawnEntity() Create an entity at the location of the maker.
SpawnEntityAtEntityOrigin void SpawnEntityAtEntityOrigin(handle entity) Create an entity at the location of a specified entity instance.
SpawnEntityAtLocation void SpawnEntityAtLocation(Vector origin, QAngle orientation) Create an entity at a specified location and orientation.
SpawnEntityAtNamedEntityOrigin void SpawnEntityAtNamedEntityOrigin(string name) Create an entity at the location of a named entity.

CNavMesh

Game Instance: NavMesh

Methods

Function Signature Description
IsValid bool IsValid() Whether the handle belongs to a valid entity.
Todo: Does the nav mesh have an entity?
UnblockRescueVehicleNav void UnblockRescueVehicleNav() Unblock the rescue vehicle nav areas so bots can path through them.

Convars

CPointTemplate

Note.pngNote:These functions apparently work with point_template. In other words, designate a vscript in the entity KeyValues and include the function in the script.
  • function PostSpawn( entities )
Called after the entity was spawned, you could use this to connect outputs or do whatever needs to be done after the entity was created.
function PostSpawn( entities )
{
	foreach( k, v in entities ) //name, ent ref
	{
		printl( k + ": " + v );
	}
}
  • function PreSpawnInstance(entityClass, entityName)
If this is defined, it will be called right before the entity is created, any key,values returned will be assigned to the entity.
function PreSpawnInstance( entityClass, entityName )
{
return { 
   rendercolor = "0 255 0"
   targetname = "blah"
};	
}
You could use this to dynamically assign target names, colors, even models. Unfortunately, models don't work like you would think. Yes, you can change that gas tank into a football model, will even keep the weapon_gascan class, but it won't behave like one. Also tested this out on zombie spawners, but unfortunately, they don't use these hooks which is a shame, because how cool would it have been to have 3 tank models in play at once?

CSimpleCallChainer

Seems to have the same members as CCallChainer.

Decider

Methods

Function Signature Description
AddRule
constructor
FindAllMatches
FindBestMatch
IsValid bool IsValid() Whether the handle belongs to a valid entity(?).

regxp

Methods

Function Signature Description
capture
constructor
match
search
subexpcount

LateBinder

Methods

Function Signature Description
Begin
End
EstablishDelegation
HookRootMetamethod
UnhookRootMetamethod
RemoveDelegation
Resolve


Members

Instance Type Description
m_bindNamesStack array
m_fixupSet array
m_log bool
m_logIndent int
m_targetTable table?(null)

QAngle

Squirrel equivalent of the C++ QAngle class.

Represents a 3 dimensional orientation.


Methods

Function Signature Description
constructor QAngle(float pitch, float yaw, float roll) Creates a new QAngle.
Forward Vector Forward() Returns the Forward Vector of the angles.
Forward Vector Forward() Returns the Forward Vector of the angles.
Left Vector Left() Returns the left Vector of the angles.
Pitch float Pitch() Returns the pitch angle in degrees.
Roll float Roll() Returns the roll angle in degrees.
ToKVString string ToKVString()
Up Vector Up() Returns the Up Vector of the angles.
Yaw float Yaw() Returns the yaw angle in degrees.


Quaternion

Quarternions[1] are used in 3 dimensional rotations.

Methods

Function Signature Description
constructor Quarternion([Todo]) Creates a new Quarternion.
Dot float? Dot(Quarternion factor) The scalar product of two quaternions(?).
Invert Quarternion? Invert()
Norm Quarternion? Norm()
SetPitchYawRoll void SetPitchYawRoll(?)
ToKVString string ToKVString()
ToQAngle QAngle ToQAngle()

Vector

3 dimensional vector.

Supports arithmetic operations with both Vectors and scalar values.

Note.pngNote:Example declaration and manipulation of Vector

Methods

Function Signature Description
constructor Vector(float x, float y, float z) Creates a new vector with the specified Cartesian coordiantes.
Cross float Dot(Vector factor) The vector product of two vectors.
Dot float Dot(Vector factor) The scalar product of two vectors.
Length float Length() Magnitude of the vector.
LengthSqr float LengthSqr() The magnitude of the vector squared.
Length2D float Length2D()
Length2DSqr float Length2DSqr()
Norm float Norm() Seems to also return the vector length.
Scale Vector Scale(float factor) Scales the vector magnitude.
ToKVString string ToKVString() Returns a string without separations commas.
tostring string tostring() Returns a human readable string.

Vector2D, Vector4D

Methods

Function Signature Description
constructor VectorXD(float x, float y,...) Creates a new vector with the specified Cartesian coordiantes.
Dot float Dot(Vector factor) The scalar product of two vectors.
Length float Length() Magnitude of the vector.
LengthSqr float LengthSqr() The magnitude of the vector squared.
Norm float Norm() Seems to also return the vector length.
ToKVString string ToKVString() Returns a string without separations commas.

Other functions

Todo: Add the functions from EMS.

Engine specific

Function Signature Description
Assert void Assert(bool value, string optional message) Test value and if not true, throws exception, optionally with message.
ConnectOutputs void ConnectOutputs(table, ?) sets output functions for entity by table [Todo]
DebugDrawBox void DebugDrawBox([Todo] Vector, Vector, Vector, int, int, int, int, float) Draw a debug overlay box
DebugDrawLine void DebugDrawLine(Vector start, Vector end, int red, int green, int blue', bool [Todo], float time) Draw a debug overlay line
developer bool developer() If developer mode is on.
DoIncludeScript void DoIncludeScript(string file, handle scope) Execute a script (internal)
DoEntFire void DoEntFire(string target, string action, string value, float delay, string activator, string caller) Generate an entity I/O event.
EntFire void EntFire(string target, string action, string value, float delay, string activator) Wrapper for DoEntFire() that sets activator and caller to null.
DoUniqueString string DoUniqueString(string input) Called by UniqueString, prob want to call that instead.
IncludeScript void IncludeScript(string file, handle scope) Wrapper for DoIncludeScript
IsPlayerABot void IsPlayerABot(handle player) Is this player/entity a bot.
GetFunctionSignature
Msg void Msg(string message) Prints message to console without any line feed after.
printl void printl(string message) Prints message to console with a line feed after.
RandomFloat float RandomFloat() Generate a random floating point number.
RandomFloat float RandomFloat(float min, float max) Generate a random floating point number within a range, inclusive.
RandomInt int RandomInt() Generate a random integer.
RandomInt int RandomInt(int min, int max) Generate a random integer within a range, inclusive.
RetrieveNativeSignature
SendToConsole void SendToConsole(string command) Send a string to the console as a command
SendToServerConsole void SendToServerConsole(string command) Send a string to the server console as a command
ShowMessage void ShowMessage(string message) Print a hud message on all clients.
Time float Time() Get the current server time.
UniqueString string UniqueString(string input) Generate a string guaranteed to be unique across the life of the script VM, with an optional root string. Useful for adding data to tables when not sure what keys are already in use in that table.

Standard Squirrel library

SquirrelStandard Squirrel library functions (consult official Squirrel language league for more details):

Function
abs
acos
array
asin
assert
atan
atan2
ceil
collectgarbage
compilestring
cos
exp
fabs
floor
format
getconsttable
getroottable
getstackinfos
log
log10
lstrip
pow
print
rand
rstrip
setconsttable
seterrorhandler
setroottable
type
sin
split
sqrt
srand
strip
suspend
tan

Constants

Instance Type Description
_charsize_ integer
_floatsize_ integer
_intsize_ integer
_version_ string The version of squirrel.
_versionnumber_ integer The version of squirrel as an integer.
RAND_MAX integer
SPAWN_FLAGS table

See also