Dota 2 Workshop Tools/Scripting: Difference between revisions
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Scripting in | Scripting in Dota 2 is handled by the [http://www.lua.org Lua] programming language. Lua will be launched at run time when Dota 2 loads your add-on and can manipulate most facets of the game. Scripts can control the events that happen in game modes, game rules, abilities, hero interactions, neutrals , AI, and many more. | ||
== Getting Started == | == Getting Started == | ||
* [[Dota 2 Workshop Tools/Scripting/Getting Started|Getting Started]] | * [[Dota 2 Workshop Tools/Scripting/Getting Started|Getting Started]] |
Revision as of 08:48, 11 August 2014
Scripting in Dota 2 is handled by the Lua programming language. Lua will be launched at run time when Dota 2 loads your add-on and can manipulate most facets of the game. Scripts can control the events that happen in game modes, game rules, abilities, hero interactions, neutrals , AI, and many more.
Getting Started
Scripting Abilities
Common Techniques
- Thinkers
- Console Commands
- Dedicated VConsole Log Viewer
- Simple trigger that calls Lua
- Moderate example on data driven item that drops upon death
Reference
- Dota 2 Scripting API
- Dota 2 Scripting Constants
- Built-In Engine Events
- Built-In Ability Names
- Built-In Modifier Names
- Heroes Internal Names