L4D2 Vscript Examples: Difference between revisions

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(Removed some examples that are documented elsewere, and added a new one, and syntax highlighting)
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*'''[[L4D2_Vscripts#Decrypting NUC files|Scripts used in official campaigns]]''' are also available.
*'''[[L4D2_Vscripts#Decrypting NUC files|Scripts used in official campaigns]]''' are also available.
:<strong style="color:#FF0000;">[[File:Warning.png|link=|alt=]] Warning:</strong> NEVER use the '''=''' operator when trying to influence the director. Use <-. The difference is semantics. If you use =, it will throw an error if the table slot isn't defined (like if a previous script didn't define it). <-, on the other hand, will create the variable if it does not exist. Some of these samples are only portions of a full script, so make sure that the variables are created beforehand.  
:<strong style="color:#FF0000;">[[File:Warning.png|link=|alt=]] Warning:</strong> NEVER use the '''=''' operator when trying to influence the director. Use <-. The difference is semantics. If you use =, it will throw an error if the table slot isn't defined (like if a previous script didn't define it). <-, on the other hand, will create the variable if it does not exist. Some of these samples are only portions of a full script, so make sure that the variables are created beforehand.  
===Targeting entities with a director script===
Add something like this in the script for your minifinale when your horde wave gets triggered:
<pre>{
EntFire( "church_bell_relay", "Trigger", 0 )
}</pre>
Then place a logic_relay with that name to send an output to your ambient_generic.


Some official uses can be found in gallery_main, strongman_game_script, whacker_counter, whacker_timer, c1m4_atrium, c1_3_trafficmessage_frequency


===Triggering a panic event through a script===
===Iterating through entities===
If you want to start a panic event through a script (not an onslaught) then use this:
This is how you can iterate over the script handles of a set of entities with certain class names, names or models, and change properties/fire events on them. Note that this can also be used for iterating through the players, using the ''player'' class name.
<pre>
//-----------------------------------------------------
local PANIC = 0
//-----------------------------------------------------


DirectorOptions <-
<source lang=cpp>//Disable all shadows from physical props
 
ent <- null;
while((ent = Entities.FindByClassname(ent,"prop_physics")) != null)
{
  EntFire(ent.GetName(),"DisableShadow",0);
}</source>
 
What this does? Creates an ent variable, sets it to the found entity in the loop, and the finding always starts from the previous entity. Once there are no more entities found, the find function returns null, and so our loop ends.
 
But often prop_physics and other classes don't have targetnames. How can you reference them?
 
A more complete solution for such cases would be to use the full DoEntFire form and using the special "!self" targetname and passing the entity as the activator.
 
<source lang=cpp>//Disable all shadows from physical props
 
ent <- null;
while((ent = Entities.FindByClassname(ent,"prop_physics")) != null)
{
{
A_CustomFinale1 = PANIC
    DoEntFire("!self","DisableShadow","0",0,null,ent); // Will fire on named and un-named entities alike.
A_CustomFinaleValue1 = 2
}</source>
}</pre>
The number refers to the number of waves that you want in your minifinale. This is what was used at the ferry in the first map of Swamp Fever. This script needs to be executed via scriptedpanicevent input to the director. Should also be initialized on a battlefield or finale nav mesh.


{{note|
Scripts used with scriptedpanicevent will not work if they are in a subdirectory, even though
you can use subdirectories in other script contexts. They must reside under the vscripts folder,
or they will simply act as a 1 stage 1 second delay.
}}


===Handling a survivor===
===Handling a survivor (old method)===
<pre>/***************************************
<source lang=cpp>/***************************************
Get a handle on a specific survivor
Get a handle on a specific survivor
- This is pretty hackish, I can't just say Entities.FindByName(null, "playername"), (YET) because
- This is pretty hackish, I can't just say Entities.FindByName(null, "playername"), (YET) because
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Nick.SetHealth(0); // Ouch but he won't incap until hit again, even below zero
Nick.SetHealth(0); // Ouch but he won't incap until hit again, even below zero
//or Super Nick!
//or Super Nick!
Nick.SetHealth(50000); // Tank gonna get slapped to death.</pre>
Nick.SetHealth(50000); // Tank gonna get slapped to death.</source>


{{note|'''"!survivorname"''' can also be used as the entity name. For example, the health of the survivor can be reduced with
{{note|'''"!survivorname"''' can also be used as the entity name. For example, the health of the survivor can be reduced with


<pre>EntFire("!nick", "SetHealth", 1)</pre>
<source lang=cpp>EntFire("!nick", "SetHealth", 1)</source>


'''!nick''', '''!rochelle''', '''!coach''', '''!ellis''' point to the corresponding player class entities in game. This was discovered by looking at the passing campaign decompiled levels where the designers used '''!zoey''', '''!louis''' and '''!francis''' in the actual level to teleport the corresponding L4D1 npcs around the map.}}
'''!nick''', '''!rochelle''', '''!coach''', '''!ellis''' point to the corresponding player class entities in game. This was discovered by looking at the passing campaign decompiled levels where the designers used '''!zoey''', '''!louis''' and '''!francis''' in the actual level to teleport the corresponding L4D1 npcs around the map.}}


==="Detecting"/Finding survivors===
 
==="Detecting"/Finding survivors (old method)===
[http://forums.steampowered.com/forums/showthread.php?t=1374401] Just a sample you can use in your own code to find survivors. You need to call if after a delay of 10 seconds or so with a logic_auto
[http://forums.steampowered.com/forums/showthread.php?t=1374401] Just a sample you can use in your own code to find survivors. You need to call if after a delay of 10 seconds or so with a logic_auto


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Then you can iterate (loop) through the survivors like so...
Then you can iterate (loop) through the survivors like so...
<pre>/*
<source lang=cpp>/*
findsurvivors.nut
findsurvivors.nut
author: Lee Pumphret
author: Lee Pumphret
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     }
     }
   }
   }
}</pre>
}</source>


*[http://www.leeland.net/gehaonsusu.html Getting a handle on survivors - findsurvivors.nut] - Author's website
*[http://www.leeland.net/gehaonsusu.html Getting a handle on survivors - findsurvivors.nut] - Author's website


===Find survivors closest to entity===
===Find survivors closest to entity===
This builds off multiple scripts. Refer to the [http://www.leeland.net/survivorclosest-nut.html author's website] for a explanation and complete code. [http://forums.steampowered.com/forums/showthread.php?t=1401390]
This builds off multiple scripts. Refer to the [http://www.leeland.net/survivorclosest-nut.html author's website] for a explanation and complete code. [http://forums.steampowered.com/forums/showthread.php?t=1401390]


<pre>IncludeScript("survivorclosest.nut", this);
<source lang=cpp>IncludeScript("survivorclosest.nut", this);


ent <- Entities.FindByName(null, "entname");
ent <- Entities.FindByName(null, "entname");
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}else{
}else{
   printl("Nothing found");
   printl("Nothing found");
}</pre>
}</source>
 


==="Hovering Chopper Support" example===
==="Hovering Chopper Support" example===
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*[http://www.leeland.net/hochsuch.html Hovering chopper support - choppercover.nut] - Author's Website. Contains full code, video of the example, map source to an example, and description.
*[http://www.leeland.net/hochsuch.html Hovering chopper support - choppercover.nut] - Author's Website. Contains full code, video of the example, map source to an example, and description.
*[http://www.youtube.com/watch?v=orm1SJwaijE l4d2 vscript tracktrain hovertest] - Video of prototype
*[http://www.youtube.com/watch?v=orm1SJwaijE l4d2 vscript tracktrain hovertest] - Video of prototype


===Changing the skybox on map load===
===Changing the skybox on map load===
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Obviously you would have to adjust fog and lighting entities as well for it to not look terrible.
Obviously you would have to adjust fog and lighting entities as well for it to not look terrible.


<pre>Skyboxes <- [
<source lang=cpp>Skyboxes <- [
   "sky_l4d_c1_1_hdr",
   "sky_l4d_c1_1_hdr",
   "sky_l4d_c1_2_hdr",
   "sky_l4d_c1_2_hdr",
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local i = RandomInt(0,Skyboxes.len()-1);
local i = RandomInt(0,Skyboxes.len()-1);
printl("Skybox is "+Skyboxes[i]);
printl("Skybox is "+Skyboxes[i]);
printl( worldspawn.__KeyValueFromString("skyname",Skyboxes[i]) );</pre>
printl( worldspawn.__KeyValueFromString("skyname",Skyboxes[i]) );</source>
 


===Changing witch movement type on map load===
===Changing witch movement type on map load===
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daywitch.nut:
daywitch.nut:


<pre>Skyboxes <- [
<source lang=cpp>Skyboxes <- [
   "2"
   "2"
]
]
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local i = RandomInt(0,Skyboxes.len()-1);
local i = RandomInt(0,Skyboxes.len()-1);
printl("Skybox is "+Skyboxes[i]);
printl("Skybox is "+Skyboxes[i]);
printl( worldspawn.__KeyValueFromString("timeofday",Skyboxes[i]) );</pre>
printl( worldspawn.__KeyValueFromString("timeofday",Skyboxes[i]) );</source>


nightwitch.nut:
nightwitch.nut:


<pre>Skyboxes <- [
<source lang=cpp>Skyboxes <- [
   "0"
   "0"
]
]
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local i = RandomInt(0,Skyboxes.len()-1);
local i = RandomInt(0,Skyboxes.len()-1);
printl("Skybox is "+Skyboxes[i]);
printl("Skybox is "+Skyboxes[i]);
printl( worldspawn.__KeyValueFromString("timeofday",Skyboxes[i]) );</pre>
printl( worldspawn.__KeyValueFromString("timeofday",Skyboxes[i]) );</source>


This is the line of entity logic I used in my test map to achieve random day or night witches. Note I start the logic_auto with a delay of 10 seconds so the AI can get ready. It doesn't seem to work if I don't, as noted in the "Hovering Chopper Support Example" above.
This is the line of entity logic I used in my test map to achieve random day or night witches. Note I start the logic_auto with a delay of 10 seconds so the AI can get ready. It doesn't seem to work if I don't, as noted in the "Hovering Chopper Support Example" above.
<pre>Class: logic_auto
<pre>Class: logic_auto
My output named: OnMapSpawn
My output named: OnMapSpawn
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Compile your map with this logic in place, and both named scripts in the scripts/vscripts folder in your main game directory and you should see witches respond and behave differently, depending on which script the game chose randomly.
Compile your map with this logic in place, and both named scripts in the scripts/vscripts folder in your main game directory and you should see witches respond and behave differently, depending on which script the game chose randomly.


===Some general DirectorOptions===
You can start a script with an input to the director "BeginScript" and then the name of the script in the parameters field. Place the script as a ".nut" file in your vscripts directory. To end the script, send an input to the director "EndScript".
Here are some examples:
<pre>DirectorOptions <-
{
ProhibitBosses = 1 (default is 0)
AlwaysAllowWanderers = 1 (default is 0)
MobMinSize = 10 (default)
MobMaxSize = 30 (default)
SustainPeakMinTime = 3 (default)
SustainPeakMaxTime = 5 (default)
IntensityRelaxThreshold = 0.9 (default)
RelaxMinInterval = 30 (default)
RelaxMaxInterval = 45 (default)
RelaxMaxFlowTravel = 3000 (default)
SpecialRespawnInterval = 45.0 (default)
NumReservedWanderers = 10 (default is 0)
}</pre>
You can play around with some of these numbers for specific events in your levels. For example, some of our scripts reduce the SpecialRespawnInterval to 30 seconds or we have some that reduce the RelaxMaxFlowTravel to 1000 so that the director won't stay relaxed if the survivors have continued far enough.


===Prohibiting tank and witch spawns===
===Prohibiting tank and witch spawns===
Left4Dead 2 no longer relies on the mission.txt file to prohibit Tanks and Witches on maps. This is now done with a script file that you should place in your left4dead2/scripts/vscripts folder (you may need to add the vscripts subfolder yourself). Add the following to a text file:
Left4Dead 2 no longer relies on the mission.txt file to prohibit Tanks and Witches on maps. This is now done with a script file that you should place in your left4dead2/scripts/vscripts folder (you may need to add the vscripts subfolder yourself). Add the following to a text file:


<pre>DirectorOptions <-
<source lang=cpp>DirectorOptions <-
{
{
   ProhibitBosses = true
   ProhibitBosses = true
}</pre>
}</source>


Save the textfile with the extention '''.nut''' in the vscripts folder. In your map, place a '''logic_auto''' entity and add an output. The output should target the AI Director entity and make it fire the script by using the BeginScript action. In the parameter field, you set the name of your script (without the '''.nut''' extention)  
Save the textfile with the extention '''.nut''' in the vscripts folder. In your map, place a '''logic_auto''' entity and add an output. The output should target the AI Director entity and make it fire the script by using the BeginScript action. In the parameter field, you set the name of your script (without the '''.nut''' extention)  
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===Some scavenge gamemode DirectorOptions (for coop/versus finales with scavenge)===
===Some scavenge gamemode DirectorOptions (for coop/versus finales with scavenge)===
For a finale that is using scavenge as the gameplay (such as in the Mall Atrium finale), you'll need a separate scavenge script.  Here's c1m4's (name the script "[the name of the map]_scavenge.nut"):
For a finale that is using scavenge as the gameplay (such as in the Mall Atrium finale), you'll need a separate scavenge script.  Here's c1m4's (name the script "[the name of the map]_scavenge.nut"):
<pre>DirectorOptions <-
<source lang=cpp>DirectorOptions <-
{
{
PreferredMobDirection = SPAWN_LARGE_VOLUME
PreferredMobDirection = SPAWN_LARGE_VOLUME
Line 285: Line 267:
}
}
NavMesh.UnblockRescueVehicleNav()
NavMesh.UnblockRescueVehicleNav()
Director.ResetMobTimer()</pre>
Director.ResetMobTimer()</source>
 
===Dark carnival onslaught script===
Here's the onslaught script Valve used for the 4th map of Dark Carnival:
 
<pre>Msg("Initiating Onslaught\n");
 
DirectorOptions <-
{
// This turns off tanks and witches.
ProhibitBosses = false
 
//LockTempo = true
MobSpawnMinTime = 3
MobSpawnMaxTime = 7
MobMinSize = 30
MobMaxSize = 30
MobMaxPending = 30
SustainPeakMinTime = 5
SustainPeakMaxTime = 10
IntensityRelaxThreshold = 0.99
RelaxMinInterval = 1
RelaxMaxInterval = 5
RelaxMaxFlowTravel = 50
SpecialRespawnInterval = 1.0
PreferredMobDirection = SPAWN_IN_FRONT_OF_SURVIVORS
ZombieSpawnRange = 2000
}


Director.ResetMobTimer()</pre>


===Maximum number of simultaneous specials===
===Maximum number of simultaneous specials===
The following script not only limits the number of specials (using <code>MaxSpecials</code>), but also limits the number of specific specials allowed simultaneously and increases the maximum number of common infected:
The following script not only limits the number of specials (using <code>MaxSpecials</code>), but also limits the number of specific specials allowed simultaneously and increases the maximum number of common infected:
{{note|Developers should keep in mind that in-game and '''network''' performance may suffer as more infected are introduced to the player at the same time.}}
{{note|Developers should keep in mind that in-game and '''network''' performance may suffer as more infected are introduced to the player at the same time.}}
<pre>Msg("Preparing to own the Survivors");
<source lang=cpp>Msg("Preparing to own the Survivors");
local Dopts = DirectorScript.DirectorOptions; // get a reference to the options
local Dopts = DirectorScript.DirectorOptions; // get a reference to the options
Dopts.MaxSpecials <- 20;
Dopts.MaxSpecials <- 20;
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Dopts.JockeyLimit <- 5;
Dopts.JockeyLimit <- 5;
Dopts.CommonLimit <- 120;
Dopts.CommonLimit <- 120;
Dopts.SpecialRespawnInterval <- 1.0;</pre>
Dopts.SpecialRespawnInterval <- 1.0;</source>
 


===Dead center chapter 3 special infected limit===
===Dead center chapter 3 special infected limit===
For [http://forums.steampowered.com/forums/showthread.php?t=1155050 multiple SI spawns] like in the 3rd chapter of Dead Center:
For [http://forums.steampowered.com/forums/showthread.php?t=1155050 multiple SI spawns] like in the 3rd chapter of Dead Center:
<pre>
<source lang=cpp>
BoomerLimit = 0
BoomerLimit = 0
SmokerLimit = 3
SmokerLimit = 3
HunterLimit = 1
HunterLimit = 1
ChargerLimit = 2
ChargerLimit = 2
</pre>
</source>


You can also limit Spitters and Jockeys with
You can also limit Spitters and Jockeys with
<pre>
<source lang=cpp>
SpitterLimit = 0
SpitterLimit = 0
JockeyLimit = 0
JockeyLimit = 0
</pre>
</source>
 


===c1m4_atrium.nut===
===c1m4_atrium.nut===
In many cases in official maps, a vscript is loaded on map load to initialize some variables or the actual state of the director. This script is loaded via entity [[logic_auto]] where an output is fired to [[info_director|the director]]. There appears to be no specific reason to name the script after the name of the map other than keeping a logical progression in naming convention. Refer to c1m4_atrium.vmf, c1m4_atrium_finale.nut, and c1m4_delay.nut for more details on how the [[L4D2_Level_Design/Scavenge_Finale|scavenge finale]] is implemented.
In many cases in official maps, a vscript is loaded on map load to initialize some variables or the actual state of the director. This script is loaded via entity [[logic_auto]] where an output is fired to [[info_director|the director]]. There appears to be no specific reason to name the script after the name of the map other than keeping a logical progression in naming convention. Refer to c1m4_atrium.vmf, c1m4_atrium_finale.nut, and c1m4_delay.nut for more details on how the [[L4D2_Level_Design/Scavenge_Finale|scavenge finale]] is implemented.
<pre>Msg(" atrium map script "+"\n")
<source lang=cpp>Msg(" atrium map script "+"\n")
   
   
// number of cans needed to escape.
// number of cans needed to escape.
Line 375: Line 331:
   
   
function GasCanPoured(){}
function GasCanPoured(){}
</pre>
</source>
 


===Tic-Tac-Toe mini-game===
===Tic-Tac-Toe mini-game===
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*[http://www.youtube.com/watch?v=B9hASsoHK54 l4d2 - Vscript example - Tic-Tac-Toe] - Video of early Prototype
*[http://www.youtube.com/watch?v=B9hASsoHK54 l4d2 - Vscript example - Tic-Tac-Toe] - Video of early Prototype
*[http://www.youtube.com/watch?v=mvDFEoA0ib0 l4d2 - Vscript example - Tic-Tac-Toe - updated] - Video of current version with "brutally misanthropic AI"
*[http://www.youtube.com/watch?v=mvDFEoA0ib0 l4d2 - Vscript example - Tic-Tac-Toe - updated] - Video of current version with "brutally misanthropic AI"


===Pushing a player around===
===Pushing a player around===
[http://www.leeland.net/puplarpu.html][http://forums.steampowered.com/forums/showthread.php?t=1399520]
[http://www.leeland.net/puplarpu.html][http://forums.steampowered.com/forums/showthread.php?t=1399520]
<pre>/*--------------------------------------------
<source lang=cpp>/*--------------------------------------------
author: http://leeland.net
author: http://leeland.net
file:pushplayer.nut
file:pushplayer.nut
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// slip in a reference to our function in the global table so we can access from all objects,
// slip in a reference to our function in the global table so we can access from all objects,
// *technique to use sparingly! Your function could overwrite another. Name uniquely to try and avoid conflicts*
// *technique to use sparingly! Your function could overwrite another. Name uniquely to try and avoid conflicts*
::OurPushPlayer <- OurPushPlayer;</pre>
::OurPushPlayer <- OurPushPlayer;</source>
{{note|Negative Z values do not work. A player cannot be pounded into the ground.}}
{{note|Negative Z values do not work. A player cannot be pounded into the ground.}}


===Looping through entities===
This is how you can loop through entities with certain classname or model, and change keyvalues/fire events on them.
<pre>//Disable all shadows from physical props
ent <- null;
while((ent = Entities.FindByClassname(ent,"prop_physics")) != null)
{
  EntFire(ent.GetName(),"DisableShadow",0);
}</pre>
What this does? Creates an ent variable, sets it to the found entity in the loop, and the finding always starts from the previous entity. Once there are no more entities found, the find function returns null, and so our loop ends.
But often prop_physics and other classes don't have targetnames. How can you reference them?
A more complete solution for such cases would be to use the full DoEntFire form and using the special "!self" targetname and passing the entity as the activator.
<pre>//Disable all shadows from physical props
ent <- null;
while((ent = Entities.FindByClassname(ent,"prop_physics")) != null)
{
    DoEntFire("!self","DisableShadow","0",0,null,ent); // Will fire on named and un-named entities alike.
}</pre>


===Timers===
===Timers===
Timers can use the Time() function to get the server uptime, and use it to count how many seconds has elapsed from certain time.
Timers can use the Time() function to get the server uptime, and use it to count how many seconds has elapsed from certain time.
<pre>// Create a timer to disable commons after 2 minutes of playing the level
<source lang=cpp>// Create a timer to disable commons after 2 minutes of playing the level


timer_done <- false; //A boolean to ensure we only run the timer once
timer_done <- false; //A boolean to ensure we only run the timer once
Line 448: Line 382:
       timer_done = true;
       timer_done = true;
   }
   }
}</pre>
}</source>


You can also make a repeating timer:
You can also make a repeating timer:
<pre>// Create a timer to increase common limit by 1 every 5 minutes
<source lang=cpp>// Create a timer to increase common limit by 1 every 5 minutes


last_set <- 0;
last_set <- 0;
Line 462: Line 396:
       last_set = Time(); //Keep this so the timer works properly
       last_set = Time(); //Keep this so the timer works properly
   }
   }
}</pre>
}</source>


Here's an example using both methods:
Here's an example using both methods:
<pre>//After 1 minute, kill Rochelle, and after every 30 seconds, fill up nick's health
<source lang=cpp>//After 1 minute, kill Rochelle, and after every 30 seconds, fill up nick's health


timer_done <- false; //Note that this is only for the timer running once
timer_done <- false; //Note that this is only for the timer running once
Line 481: Line 415:
       last_set = Time();
       last_set = Time();
   }
   }
}</pre>
}</source>
 


===Bumping up special infected===
===Bumping up special infected===
Line 490: Line 425:
* This example will issue a beginscript "hunterb.nut" on the director when the "boss" hunters are dispatched. This example will spawn a tank. Though you could call any script, including the built-in ones.
* This example will issue a beginscript "hunterb.nut" on the director when the "boss" hunters are dispatched. This example will spawn a tank. Though you could call any script, including the built-in ones.
* Press the button to start the "boss" hunter attack. In a real map, you'd want to disable the button so it can only be triggered once.
* Press the button to start the "boss" hunter attack. In a real map, you'd want to disable the button so it can only be triggered once.
{{ScrollBox|<pre>/*
{{ScrollBox|<source lang=cpp>/*
hunterhealth.nut
hunterhealth.nut
author: Lee Pumphret
author: Lee Pumphret
Line 580: Line 515:
}
}


}</pre>}}
}</source>}}


Full details and code are found at the author's website, leeland.net.
Full details and code are found at the author's website, leeland.net.
=== Making an entity orient itself toward a player ===
<source lang=cpp>
// Locks on to the nearest survivor and points the entity running this at them.
// By: Rectus
target <- null;
// Set the think function of the entity to 'PointEntity' for it to keep doing it.
function PointEntity()
{
// Finds the closest survivor if we don't have a target yet.
if(!target || !target.IsValid())
{
local bestTarget = null;
local player = null;
while(player = Entities.FindByClassname(player, "player"))
{
if(player.IsSurvivor())
{
if(!bestTarget || (player.GetOrigin() - self.GetOrigin()).Length() <
(bestTarget.GetOrigin() - self.GetOrigin()).Length())
{
bestTarget = player;
}
}
}
if(bestTarget)
{
target = bestTarget;
}
}
if(target)
{
self.SetForwardVector(target.GetOrigin() - self.GetOrigin());
}
}
</source>


==See also==
==See also==
Line 595: Line 574:
*[[VScript|vscript]]
*[[VScript|vscript]]
* {{portal2}} [[List of Portal 2 Script Functions]]
* {{portal2}} [[List of Portal 2 Script Functions]]


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

Revision as of 07:55, 10 June 2014

Left 4 Dead 2 The following are example vscripts for Left 4 Dead 2.

Warning: NEVER use the = operator when trying to influence the director. Use <-. The difference is semantics. If you use =, it will throw an error if the table slot isn't defined (like if a previous script didn't define it). <-, on the other hand, will create the variable if it does not exist. Some of these samples are only portions of a full script, so make sure that the variables are created beforehand.


Iterating through entities

This is how you can iterate over the script handles of a set of entities with certain class names, names or models, and change properties/fire events on them. Note that this can also be used for iterating through the players, using the player class name.

//Disable all shadows from physical props

ent <- null;
while((ent = Entities.FindByClassname(ent,"prop_physics")) != null)
{
   EntFire(ent.GetName(),"DisableShadow",0);
}

What this does? Creates an ent variable, sets it to the found entity in the loop, and the finding always starts from the previous entity. Once there are no more entities found, the find function returns null, and so our loop ends.

But often prop_physics and other classes don't have targetnames. How can you reference them?

A more complete solution for such cases would be to use the full DoEntFire form and using the special "!self" targetname and passing the entity as the activator.

//Disable all shadows from physical props

ent <- null;
while((ent = Entities.FindByClassname(ent,"prop_physics")) != null)
{
    DoEntFire("!self","DisableShadow","0",0,null,ent); // Will fire on named and un-named entities alike.
}


Handling a survivor (old method)

/***************************************
Get a handle on a specific survivor
- This is pretty hackish, I can't just say Entities.FindByName(null, "playername"), (YET) because
I don't know what it's expecting internally. And I can't "learn" it's name by saying survivior.GetName(),
because what that returns is just some a function ref, it's probably the C++ side wrapped in a closure, OPAQUE, bummer.
***************************************/

//Get Nick
Nick <- Entities.FindByModel(null,"models/survivors/survivor_gambler.mdl");
// Nick is class "player" (which must be related or superset of CBaseEntity)
Nick.SetHealth(0); // Ouch but he won't incap until hit again, even below zero
//or Super Nick!
Nick.SetHealth(50000); // Tank gonna get slapped to death.
Note.pngNote:"!survivorname" can also be used as the entity name. For example, the health of the survivor can be reduced with
EntFire("!nick", "SetHealth", 1)
!nick, !rochelle, !coach, !ellis point to the corresponding player class entities in game. This was discovered by looking at the passing campaign decompiled levels where the designers used !zoey, !louis and !francis in the actual level to teleport the corresponding L4D1 npcs around the map.


"Detecting"/Finding survivors (old method)

[1] Just a sample you can use in your own code to find survivors. You need to call if after a delay of 10 seconds or so with a logic_auto

Something like

logic_auto > onmapspawn "logic_script_name" runscriptcode with a value of "FindSurvivors()"

Then you can iterate (loop) through the survivors like so...

/*
findsurvivors.nut
author: Lee Pumphret
http://www.leeland.net

The survivors table, once initialized, holds an entity reference to all survivors
To reference a specific survivor, you can say
survivors.nick (etc...)
*/

survivors <-{
   coach = "models/survivors/survivor_coach.mdl",
   ellis = "models/survivors/survivor_mechanic.mdl",
   nick = "models/survivors/survivor_gambler.mdl",
   rochelle = "models/survivors/survivor_producer.mdl"
}

survivors_found <- 0 // flag set to true once survivors are found

/*
Find survivors, this needs to be called after a delay. If you call it immediately,
it will fail as they have not been loaded yet, 10 sec after map load should be good.
You can call it with a logic_auto output, runscriptcode FindSurvivors()
*/
function FindSurvivors(){
   foreach(s,m in survivors){
    printl ("looking for "+s+" mdl:"+m);
    survivor <- Entities.FindByModel(null, m)
    if (survivor){
      printl(s+" found: "+survivor);
      survivors[s] = survivor
      survivors_found++
    }else{
      printl(s+" NOT FOUND!: "+survivor);
      survivors[s] = null
    }
   }
}


Find survivors closest to entity

This builds off multiple scripts. Refer to the author's website for a explanation and complete code. [2]

IncludeScript("survivorclosest.nut", this);

ent <- Entities.FindByName(null, "entname");

printl("Found entity "+ent);


FindSurvivors()  // make sure this script isn't called right away or they won't be found yet

who <- FindSurvivorClosestToEnt(ent); // returns entity reference to survivor
if (who){
   printl(who);
   printl(who+" is closest to "+ent.GetName()+" at "+who.GetOrigin());
   // do something here
}else{
   printl("Nothing found");
}


/* or, if you want the name returned (the key into the
 survivors table), add a true value as a second param */

who <- FindSurvivorClosestToEnt(ent, 1); // returns entity reference to survivor
if (who){
   printl(who);
   printl(who+" is closest to "+ent.GetName()+" at "+survivors[who].GetOrigin());
   // do something here
}else{
   printl("Nothing found");
}


"Hovering Chopper Support" example

[3] If you want to parent a func_tracktrain to something, so it moves relative, you don't parent the path, you parent the func_tracktrain itsef to the item, and the path will move relative to this. So here's what this does.

  • You make your track as normal, your "train" heli, whatever.
  • Place an info_target in the center of your path with a name ex: chopper_follow
  • Then you parent that func_tracktrain to the target (chopper_follow).
  • Pass that target as the first entitygroup to this script.
  • Then what happens is that the script computes the average position of the survivors ever 1/10 of a second, moves the info_target there (chopper_follow), and the path_track will follow.
  • Have your track the height you want, relative to the info_target.
Note.pngNote:There are a couple caveats, you'll need to call FindSurvivors() after a delay of map load, or it won't work. They won't be loaded yet, a logic_auto output onmapspawn with a delay of 10 seconds should do it.


Changing the skybox on map load

[4] Save the file to your scripts/vscripts folder as whichskybox.nut

Add a logic_script entity to your map, turn off smartedit and add a "vscripts" key with a value of whichskybox.nut

Obviously you would have to adjust fog and lighting entities as well for it to not look terrible.

Skyboxes <- [
   "sky_l4d_c1_1_hdr",
   "sky_l4d_c1_2_hdr",
   "sky_l4d_c2m1_hdr",
   "sky_l4d_night02_hdr",
   "sky_l4d_predawn02_hdr",
   "sky_l4d_c4m1_hdr",
   "sky_l4d_c4m4_hdr",
   "sky_l4d_c5_1_hdr",
   "sky_l4d_c6m1_hdr"
]

worldspawn <- Entities.FindByClassname (null, "worldspawn");
local i = RandomInt(0,Skyboxes.len()-1);
printl("Skybox is "+Skyboxes[i]);
printl( worldspawn.__KeyValueFromString("skyname",Skyboxes[i]) );


Changing witch movement type on map load

This was based off of the code found here: [5] Save the two files to your scripts/vscripts folder as daywitch.nut and nightwitch.nut

Add two logic_script entities to your map. Give "Name" a value of daywitchscript, turn off smartedit and add a "vscripts" key with a value of daywitch.nut.

Repeat for the other with a "Name" value of nightwitchscript, turn off smartedit again and add a "vscripts" key with a value of nightwitch.nut.

There are two scripts involved here, one for day witches and one for night. These scripts run on map load and select the numerical equivialant of Midnight (0) or Morning (2) found in worldspawn. I seperated the scripts so entity logic can tie into them. More on that later.

daywitch.nut:

Skyboxes <- [
   "2"
]

worldspawn <- Entities.FindByClassname (null, "worldspawn");
local i = RandomInt(0,Skyboxes.len()-1);
printl("Skybox is "+Skyboxes[i]);
printl( worldspawn.__KeyValueFromString("timeofday",Skyboxes[i]) );

nightwitch.nut:

Skyboxes <- [
   "0"
]

worldspawn <- Entities.FindByClassname (null, "worldspawn");
local i = RandomInt(0,Skyboxes.len()-1);
printl("Skybox is "+Skyboxes[i]);
printl( worldspawn.__KeyValueFromString("timeofday",Skyboxes[i]) );

This is the line of entity logic I used in my test map to achieve random day or night witches. Note I start the logic_auto with a delay of 10 seconds so the AI can get ready. It doesn't seem to work if I don't, as noted in the "Hovering Chopper Support Example" above.

Class: logic_auto
My output named: OnMapSpawn
Targets entities named: daynightwitchcase
Via this input: PickRandomShuffle
Delay: 10.00

Class: logic_case
My output named: OnCase01
Targets entities named: daywitchscripttemplate
Via this input: ForceSpawn
Delay: 0.00

My output named: OnCase02
Targets entities named: nightwitchscripttemplate
Via this input: ForceSpawn
Delay: 0.00

Class: point_template
Name: daywitchscripttemplate
Template 1: daywitchscript

Class: point_template
Name: nightwitchscripttemplate
Template 1: nightwitchscript

Class: logic_script
Name: daywitchscript
vscripts: daywitch.nut

Class: logic_script
Name: nightwitchscript
vscripts: nightwitch.nut

Compile your map with this logic in place, and both named scripts in the scripts/vscripts folder in your main game directory and you should see witches respond and behave differently, depending on which script the game chose randomly.


Prohibiting tank and witch spawns

Left4Dead 2 no longer relies on the mission.txt file to prohibit Tanks and Witches on maps. This is now done with a script file that you should place in your left4dead2/scripts/vscripts folder (you may need to add the vscripts subfolder yourself). Add the following to a text file:

DirectorOptions <-
{
  ProhibitBosses = true
}

Save the textfile with the extention .nut in the vscripts folder. In your map, place a logic_auto entity and add an output. The output should target the AI Director entity and make it fire the script by using the BeginScript action. In the parameter field, you set the name of your script (without the .nut extention)

Some scavenge gamemode DirectorOptions (for coop/versus finales with scavenge)

For a finale that is using scavenge as the gameplay (such as in the Mall Atrium finale), you'll need a separate scavenge script. Here's c1m4's (name the script "[the name of the map]_scavenge.nut"):

DirectorOptions <-
{
PreferredMobDirection = SPAWN_LARGE_VOLUME
PreferredSpecialDirection = SPAWN_LARGE_VOLUME
ShouldConstrainLargeVolumeSpawn = false
MobSpawnMinTime = 45
MobSpawnMaxTime = 90
CommonLimit = 15
ZombieSpawnRange = 3000
}
NavMesh.UnblockRescueVehicleNav()
Director.ResetMobTimer()


Maximum number of simultaneous specials

The following script not only limits the number of specials (using MaxSpecials), but also limits the number of specific specials allowed simultaneously and increases the maximum number of common infected:

Note.pngNote:Developers should keep in mind that in-game and network performance may suffer as more infected are introduced to the player at the same time.
Msg("Preparing to own the Survivors");
local Dopts = DirectorScript.DirectorOptions; // get a reference to the options
Dopts.MaxSpecials <- 20;
Dopts.BoomerLimit <- 5;
Dopts.SmokerLimit <- 5;
Dopts.HunterLimit <- 5;
Dopts.ChargerLimit <- 5;
Dopts.SpitterLimit <- 5;
Dopts.JockeyLimit <- 5;
Dopts.CommonLimit <- 120;
Dopts.SpecialRespawnInterval <- 1.0;


Dead center chapter 3 special infected limit

For multiple SI spawns like in the 3rd chapter of Dead Center:

BoomerLimit = 0
SmokerLimit = 3
HunterLimit = 1
ChargerLimit = 2

You can also limit Spitters and Jockeys with

SpitterLimit = 0
JockeyLimit = 0


c1m4_atrium.nut

In many cases in official maps, a vscript is loaded on map load to initialize some variables or the actual state of the director. This script is loaded via entity logic_auto where an output is fired to the director. There appears to be no specific reason to name the script after the name of the map other than keeping a logical progression in naming convention. Refer to c1m4_atrium.vmf, c1m4_atrium_finale.nut, and c1m4_delay.nut for more details on how the scavenge finale is implemented.

Msg(" atrium map script "+"\n")
 
// number of cans needed to escape.
 
if ( Director.IsSinglePlayerGame() )
{
                NumCansNeeded <- 8
}
else
{
                NumCansNeeded <- 13
}
 
 
DirectorOptions <-
{
               
CommonLimit = 15
 
}
 
NavMesh.UnblockRescueVehicleNav()
 
EntFire( "progress_display", "SetTotalItems", NumCansNeeded )
 
 
function GasCanPoured(){}


Tic-Tac-Toe mini-game

This example uses and vscripts to manipulate entities "registered" to a logic_script entity.[6]


Pushing a player around

[7][8]

/*--------------------------------------------
author: http://leeland.net
file:pushplayer.nut
description: 
Allows you to add a velocity vector to any player via trigger. 
Call it from a trigger with something like
OnStartTouch !activator runscriptcode OurPushPlayer(0,0,400)

A note on values, 4096 is the maximum velocity, values below 250 don't move the player at all. 
Z Values around 700 will incap, 1000 or so will prove fatal


--------------------------------------------*/

function OurPushPlayer(x,y,z) {
   local addv = Vector(x,y,z); // 4096 max velocity, anything higher is clamped
   local v = self.GetVelocity()
   self.SetVelocity(v+addv);
}


// slip in a reference to our function in the global table so we can access from all objects,
// *technique to use sparingly! Your function could overwrite another. Name uniquely to try and avoid conflicts*
::OurPushPlayer <- OurPushPlayer;
Note.pngNote:Negative Z values do not work. A player cannot be pounded into the ground.


Timers

Timers can use the Time() function to get the server uptime, and use it to count how many seconds has elapsed from certain time.

// Create a timer to disable commons after 2 minutes of playing the level

timer_done <- false; //A boolean to ensure we only run the timer once
function Update()
{
   if(!timer_done && Time() >= 120)
   {
      DirectorScript.DirectorOptions.CommonLimit <- 0;
      timer_done = true;
   }
}

You can also make a repeating timer:

// Create a timer to increase common limit by 1 every 5 minutes

last_set <- 0;
function Update()
{
   if(Time() >= last_set + 300)
   {
       //Here is where you put all the things you do after the timer runs out
       DirectorScript.DirectorOptions.CommonLimit += 1;
       last_set = Time(); //Keep this so the timer works properly
   }
}

Here's an example using both methods:

//After 1 minute, kill Rochelle, and after every 30 seconds, fill up nick's health

timer_done <- false; //Note that this is only for the timer running once
last_set <- 0;
function Update()
{
   if(!timer_done && Time() >= 60)
   {
      EntFire("!rochelle","sethealth",0);
      timer_done = true;
   }
   if(Time() >= last_set + 30)
   {
      EntFire("!nick","sethealth",100);
      last_set = Time();
   }
}


Bumping up special infected

[9] This script essentially increases both hunter limit and health for an epic "Boss Battle".

  • Someone on the forums wanted to up the limits on Hunters and increase their health. Unfortunately SendToConsole() respects cheats (which is kind of silly as scripts are server side), so here's a script that does that. Just call it from logic_script, setting it's Think function to "Think".
  • The script code be easily modified to for any SI (or commons). Also you could extend it to give SI random amounts of health (some stronger, some weaker).
  • This example will issue a beginscript "hunterb.nut" on the director when the "boss" hunters are dispatched. This example will spawn a tank. Though you could call any script, including the built-in ones.
  • Press the button to start the "boss" hunter attack. In a real map, you'd want to disable the button so it can only be triggered once.
/*
hunterhealth.nut
author: Lee Pumphret
http://www.leeland.net
*/
Msg("HUNTERS v3");

BossHunterCount <- 6; // how many you want
FoundBossHunters <- 0
UseBossHunters <- 0;
HunterHealth <- 1250
OurHunters <- []   // keep track of our bumped up hunters

OurLastSeen <- null  // track the last we've seen so we don't have to traverse the entire entity list

function Think(){
   if (UseBossHunters){
      local z
      while (z = Entities.FindByModel(OurLastSeen,"models/infected/hunter.mdl")){
         if (FoundBossHunters++ < BossHunterCount){
             z.SetHealth(HunterHealth);
             OurHunters.push(z); // save a reference to our guys
             printl("Hunter #"+FoundBossHunters+" "+z.GetClassname() + " health:"+z.GetHealth());
         }else {
            //printl("Hunter cap hit, disabling");
            UseBossHunters = 0  // turns ourselves off
            DirectorScript.DirectorOptions.HunterLimit = 0
         }
         OurLastSeen = z
      }
   }

   if (OurHunters){
      DeadHunters <- 0;
      foreach (hunter in OurHunters){
         //printl("looking at hunter " + hunter + " health is "+hunter.GetHealth());
         if (!hunter.IsValid() || (hunter.GetHealth() <= 1)){ /* dead hunter has 1 health, why? */

            DeadHunters++;

         }
      }

      if (DeadHunters == BossHunterCount){
         Msg("Boss Hunters dead...");
         OurHunters = [];
         StopBossHunters();
         // EntFire your sound here...
         EntFire("director","beginscript", "hunters_b.nut") // or scriptname.nuc if it's a nuc

      }


   }


}


function StartBossHunters(){
   Msg("Activating Boss Hunters")
   UseBossHunters = 1
   FoundBossHunters = 0
   local Dopts = DirectorScript.DirectorOptions // get a reference to the options
   Dopts.BoomerLimit <- 0
   Dopts.SmokerLimit <- 0
   Dopts.HunterLimit <- BossHunterCount
   Dopts.ChargerLimit <- 0
   Dopts.SpitterLimit <- 0
   Dopts.JockeyLimit <- 0
   Dopts.DominatorLimit <- BossHunterCount
   Dopts.MaxSpecials <- BossHunterCount
   EntFire("spawn_hunter","spawnzombie", "hunter") // or scriptname.nuc if it's a nuc
}


function StopBossHunters(){
   Msg("Deactivating Boss Hunters")
   UseBossHunters = 0
   local Dopts = DirectorScript.DirectorOptions // get a reference to the options
   Dopts.BoomerLimit <- 1
   Dopts.SmokerLimit <- 1
   Dopts.HunterLimit <- 1
   Dopts.ChargerLimit <- 1
   Dopts.SpitterLimit <- 1
   Dopts.JockeyLimit <- 1
   Dopts.DominatorLimit <- 3
   Dopts.MaxSpecials <- 4
}

}

Full details and code are found at the author's website, leeland.net.


Making an entity orient itself toward a player

// Locks on to the nearest survivor and points the entity running this at them. 
// By: Rectus

target <- null;

// Set the think function of the entity to 'PointEntity' for it to keep doing it.
function PointEntity()
{
	// Finds the closest survivor if we don't have a target yet.
	if(!target || !target.IsValid())
	{
		local bestTarget = null;
		local player = null;

		while(player = Entities.FindByClassname(player, "player"))
		{
			if(player.IsSurvivor())
			{
				if(!bestTarget || (player.GetOrigin() - self.GetOrigin()).Length() <
					(bestTarget.GetOrigin() - self.GetOrigin()).Length())
				{
					bestTarget = player;
				}
			}
		}
		
		if(bestTarget)
		{
			target = bestTarget;
		}
	}
	
	if(target)
	{
		self.SetForwardVector(target.GetOrigin() - self.GetOrigin());
	}
}


See also


External links

Alternative Documentation