Talk:Left 4 Dead 2/Scripting: Difference between revisions

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I compiled a list of all of the variables read by the Director in the server binary. [http://prodigysim.com/l4d2/scriptvalues.txt Here's The List]. It could use some organization before being placed on the wiki. I also skipped the mutation variables since they're already known through the mutation .nut files. Most of them are self explanatory--if there's any questions about how some are used I might be able to look some of them up. --[[User:ProdigySim|ProdigySim]] 01:48, 28 July 2010 (UTC)
I compiled a list of all of the variables read by the Director in the server binary. [http://prodigysim.com/l4d2/scriptvalues.txt Here's The List]. It could use some organization before being placed on the wiki. I also skipped the mutation variables since they're already known through the mutation .nut files. Most of them are self explanatory--if there's any questions about how some are used I might be able to look some of them up. --[[User:ProdigySim|ProdigySim]] 01:48, 28 July 2010 (UTC)
: That's a great looking list. I'm wondering about one thing, though. Official scripts used variables like ZombieSpawnInFog and it is either TRUE or FALSE. Why is it an INT in the binary? Is it because of the language itself? Thanks a lot for this! --[[User:ThaiGrocer|ThaiGrocer]] 16:51, 28 July 2010 (UTC)
: That's a great looking list. I'm wondering about one thing, though. Official scripts used variables like ZombieSpawnInFog and it is either TRUE or FALSE. Why is it an INT in the binary? Is it because of the language itself? Thanks a lot for this! --[[User:ThaiGrocer|ThaiGrocer]] 16:51, 28 July 2010 (UTC)
:: I don't even remember making that list, haha. Yes, it's probably just a semantics thing. As an int, false is 0 and true is everything else. --[[User:ProdigySim|ProdigySim]] 07:17, 6 December 2010 (UTC)


== Other functions ==
== Other functions ==


Does anyone know if there's any more functions than those used on official scripts? 'Cause it lacks a lot of event calls e.g. OnPlayerDeath. --[[User:Winded|Winded]]
Does anyone know if there's any more functions than those used on official scripts? 'Cause it lacks a lot of event calls e.g. OnPlayerDeath. --[[User:Winded|Winded]]

Revision as of 00:17, 6 December 2010

Quick Notes

director_debug 1 shows special max > 1 if
c1_ambient_mall loaded with map prefix c1
possible need to pack .nut to get to work with necessary prefix for map name
Also possible that strictly <SPECIAL>limit = X is not enough
needs more testing
--ThaiGrocer 13:42, 27 February 2010 (UTC)

Vscript Variables

I compiled a list of all of the variables read by the Director in the server binary. Here's The List. It could use some organization before being placed on the wiki. I also skipped the mutation variables since they're already known through the mutation .nut files. Most of them are self explanatory--if there's any questions about how some are used I might be able to look some of them up. --ProdigySim 01:48, 28 July 2010 (UTC)

That's a great looking list. I'm wondering about one thing, though. Official scripts used variables like ZombieSpawnInFog and it is either TRUE or FALSE. Why is it an INT in the binary? Is it because of the language itself? Thanks a lot for this! --ThaiGrocer 16:51, 28 July 2010 (UTC)
I don't even remember making that list, haha. Yes, it's probably just a semantics thing. As an int, false is 0 and true is everything else. --ProdigySim 07:17, 6 December 2010 (UTC)

Other functions

Does anyone know if there's any more functions than those used on official scripts? 'Cause it lacks a lot of event calls e.g. OnPlayerDeath. --Winded