CS:GO VScript Examples: Difference between revisions

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{{DISPLAYTITLE:CS:GO VScript Examples}}
{{otherlang2
{{otherlang2
|ru=Примеры_скриптов_CSGO
|ru=Примеры_скриптов_CSGO
}}
}}
{{csgo}} The following are example [[VScript|vscripts]] for [[Counter-Strike: Global Offensive]].
{{csgo}} The following are example [[VScript]]s for [[Counter-Strike: Global Offensive]].


===Find the closest player to a known entity===
===Find the closest player to a known entity===


<source lang=cpp>button <- Entities.FindByName( null, "button_01" ) // find the in-game entity "button_01" and store its handle
<source lang=cpp>
// find an entity named "button_01" and store its handle
button <- Entities.FindByName( null, "button_01" )
// find the nearest player within 512 hammer units to the button's origin and store their handle.
player <- Entities.FindByClassnameNearest( "player", button.GetOrigin(), 512 )
</source>
 
=== Functions to distinguish [[bot]]s and human [[player]]s ===
 
To test players other than the activator, give the functions a parameter that replaces <code>activator</code>.
{|
|- style="vertical-align:top;"
| <source lang=cpp>
// returns true if the activator is a bot
function IsBot()
{
if (!activator) return false
local ent = null
while ( ent = Entities.FindByClassname(ent, "cs_bot") )
{
if (ent == activator) return true
}
return false
}
</source>
| <source lang=cpp>
// returns true if the activator is a human player
function IsHuman()
{
if (!activator) return false
player <- Entities.FindByClassnameNearest( "player", button.GetOrigin(), 512 ) // find the nearest player within 512 hammer units to the button's origin and store their handle.
local ent = null
while ( ent = Entities.FindByClassname(ent, "player") )
{
if (ent == activator) return true
}
return false
}
</source>
|- style="vertical-align:top;"
|colspan="2"| <source lang=cpp>
// returns true if the activator is a human player or a bot
function IsPlayer()
{
// both bots and human players have the classname "player" in this case
return activator && activator.GetClassname() == "player"
}
</source>
</source>
|}


=== Turn decoys into nukes ===
=== Turn decoys into nukes ===
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==See also==
==See also==
*[[List of Counter-Strike: Global Offensive Script Functions]]
* [[logic_script]]
*[[Logic_script|logic_script]]
* [[VScript]]
*[[VScript|vscript]]
* [[VScript Fundamentals]]
* {{sq}} [[Squirrel]]
* [[List of Counter-Strike: Global Offensive Script Functions]]


==External links==
==External links==

Revision as of 13:00, 8 May 2021

Template:Otherlang2 Counter-Strike: Global Offensive The following are example VScripts for Counter-Strike: Global Offensive.

Find the closest player to a known entity

// find an entity named "button_01" and store its handle
button <- Entities.FindByName( null, "button_01" )
	
// find the nearest player within 512 hammer units to the button's origin and store their handle.
player <- Entities.FindByClassnameNearest( "player", button.GetOrigin(), 512 )

Functions to distinguish bots and human players

To test players other than the activator, give the functions a parameter that replaces activator.

// returns true if the activator is a bot
function IsBot()
{
	if (!activator) return false
	
	local ent = null
	while ( ent = Entities.FindByClassname(ent, "cs_bot") )
	{
		if (ent == activator) return true
	}
	return false
}
// returns true if the activator is a human player
function IsHuman()
{
	if (!activator) return false
	
	local ent = null
	while ( ent = Entities.FindByClassname(ent, "player") )
	{
		if (ent == activator) return true
	}
	return false
}
// returns true if the activator is a human player or a bot
function IsPlayer()
{
	// both bots and human players have the classname "player" in this case
	return activator && activator.GetClassname() == "player"
}

Turn decoys into nukes

// The following script is a think script, it can be attached to any entity.
// The Think function will be executed
// as long as the entity is alive and has its thinkfunction set to Think

// This can be found in hammer's sound picker
const EXPLOSION_SOUND = "c4.Explode"

// Called after the entity is spawned
function Precache()
{
	self.PrecacheScriptSound( EXPLOSION_SOUND )
}

// Every 0.1 seconds this function checks for decoy_projectiles in the map
// When found, it checks if the decoy is standing still
// If true create an env_explosion, trigger it and kill the decoy

function Think()
{
	local decoy = null
	while( ( decoy = Entities.FindByClassname( decoy, "decoy_projectile" ) ) != null )
	{		
		if( decoy.GetVelocity().LengthSqr() == 0 )
		{
			local owner = decoy.GetOwner()
			local origin = decoy.GetOrigin()

			local explosion = Entities.CreateByClassname( "env_explosion" )
			explosion.__KeyValueFromInt( "iMagnitude", 2000 )
			explosion.SetOrigin( origin )
			explosion.SetOwner( owner )	

			EntFireByHandle( explosion, "Explode", "", 0.1, owner, owner )
			DispatchParticleEffect( "explosion_c4_500", origin, origin )

			decoy.EmitSound( EXPLOSION_SOUND )
			decoy.Destroy()
		}		
	}
}

Create a timer to call a function independently

timer <- null

function OnTimer() 
{
	print(".")
}

// Called after the entity is spawned
function OnPostSpawn()
{
	if( timer == null )
	{
		timer = Entities.CreateByClassname( "logic_timer" )

		// set refire time
		timer.__KeyValueFromFloat( "RefireTime", 0.1 )

		timer.ValidateScriptScope()
		local scope = timer.GetScriptScope()
		
		// add a reference to the function
		scope.OnTimer <- OnTimer

		// connect the OnTimer output,
		// every time the timer fires the output, the function is executed
		timer.ConnectOutput( "OnTimer", "OnTimer" )

		// start the timer
		EntFireByHandle( timer, "Enable", "", 0, null, null )
	}
}

See also

External links