Lua run: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (→‎Keyvalues: Never got it working myself but would've been useful)
(→‎Keyvalues: Honestly this is probably the most useful addition I've ever made to this wiki.)
Line 4: Line 4:
{{KV|Code|intn=Code|string|Lua code to run when triggered.</br>The lua variables {{Code|ACTIVATOR}} and {{Code|CALLER}} may be used in the code, as well as {{Code|TRIGGER_PLAYER}} if '''!activator''' resolves to a player.}}
{{KV|Code|intn=Code|string|Lua code to run when triggered.</br>The lua variables {{Code|ACTIVATOR}} and {{Code|CALLER}} may be used in the code, as well as {{Code|TRIGGER_PLAYER}} if '''!activator''' resolves to a player.}}
{{Bug|In Hammer, using double quotes {{Code|"}} as string arguments will corrupt the [[VMF]] file's structure, making the file unviewable for the next Hammer session.{{Workaround|You should instead use either an apostrophe (single quote) {{Code|'}} or brackets {{Code|[[]]}} to contain strings in your lua code.}}{{Fix|To fix an unreadable .vmf broken in this way, remove the double quote manually with a text editor.}}}}
{{Bug|In Hammer, using double quotes {{Code|"}} as string arguments will corrupt the [[VMF]] file's structure, making the file unviewable for the next Hammer session.{{Workaround|You should instead use either an apostrophe (single quote) {{Code|'}} or brackets {{Code|[[]]}} to contain strings in your lua code.}}{{Fix|To fix an unreadable .vmf broken in this way, remove the double quote manually with a text editor.}}}}
{{todo|This keyvalue seems to support loading code from separate lua files, document exactly how this works}}
{{tip|Using {{code|include()}} you can run external lua files. The function looks for files in {{path|\GarrysMod\garrysmod\addons\mapcontent\lua}}.<br>For example you could create a file named {{code|MyMapScript.lua}} <!-- I wonder wheres this file name came from? The answer is a steam guide, I didn't figure this shit out myself. -Wisdurm --> at {{path|\GarrysMod\garrysmod\addons\mapcontent\lua\MyMapScript.lua}}, which could then be run in Hammer with {{code|include('MyMapScript.lua')}}.
}}
{{KV Targetname}}
{{KV Targetname}}



Revision as of 06:24, 17 June 2024

English (en)Русский (ru)Translate (Translate)

It runs raw Lua code given to it in its keyvalues.

Keyvalues

Code (Code) <string>
Lua code to run when triggered.
The lua variables ACTIVATOR and CALLER may be used in the code, as well as TRIGGER_PLAYER if !activator resolves to a player.
Icon-Bug.pngBug:In Hammer, using double quotes " as string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
PlacementTip.pngWorkaround:You should instead use either an apostrophe (single quote) ' or brackets [[]] to contain strings in your lua code.
Note.pngFix:To fix an unreadable .vmf broken in this way, remove the double quote manually with a text editor.
  [todo tested in ?]
Tip.pngTip:Using include() you can run external lua files. The function looks for files in 🖿\GarrysMod\garrysmod\addons\mapcontent\lua.
For example you could create a file named MyMapScript.lua at 🖿\GarrysMod\garrysmod\addons\mapcontent\lua\MyMapScript.lua, which could then be run in Hammer with include('MyMapScript.lua').
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Flags

  • 1: Run code on spawn

Inputs

RunCode
Run Code that was defined in the entity.
RunPassedCode <stringRedirectInput/string>
Run code that was passed as a variable.

Outputs