SteamVR/Environments/Scripting: Difference between revisions
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[[Destinations]] includes the [[VScript]] scripting system with an extensive API, allowing many modifications and extensions to the game, including | [[Destinations]] includes the [[VScript]] scripting system with an extensive API, allowing many modifications and extensions to the game, including access of the VR motion controllers. Scripting in Destinations is done using the Lua language. | ||
Many of the [[Dota_2_Workshop_Tools/Scripting| Dota 2 scripting features]] also apply to Destinations. Some of the links below may have inconsistencies when scripting for Destinations instead of Dota 2. | Many of the [[Dota_2_Workshop_Tools/Scripting| Dota 2 scripting features]] also apply to Destinations. Some of the links below may have inconsistencies when scripting for Destinations instead of Dota 2. | ||
== Getting Started == | == Getting Started == | ||
There are two main ways of running scripts in Destinations. Map scripts are executed when the specific map is loaded, and receive callbacks from the scripting system on certain events. Entity Scripts are set up on specific entities and execute when the entity is spawned. | |||
* [[Destinations/Scripting/Map_Scripts|Map Scripts]] | |||
* [[Entity_Scripts|Entity Scripts]] | |||
* [[Dota 2 Workshop Tools/Scripting/Debugging Lua scripts|Debugging Lua scripts]] | * [[Dota 2 Workshop Tools/Scripting/Debugging Lua scripts|Debugging Lua scripts]] | ||
== Common Techniques == | == Common Techniques == | ||
* [[Dota 2 Workshop Tools/Scripting/ThinkerFunctions|Thinker Functions]] | * [[Dota 2 Workshop Tools/Scripting/ThinkerFunctions|Thinker Functions]] | ||
* [[Dota 2 Workshop Tools/Scripting/Console Commands|Console Commands]] | * [[Dota 2 Workshop Tools/Scripting/Console Commands|Console Commands]] |
Revision as of 09:37, 30 August 2016
Destinations includes the VScript scripting system with an extensive API, allowing many modifications and extensions to the game, including access of the VR motion controllers. Scripting in Destinations is done using the Lua language.
Many of the Dota 2 scripting features also apply to Destinations. Some of the links below may have inconsistencies when scripting for Destinations instead of Dota 2.
Getting Started
There are two main ways of running scripts in Destinations. Map scripts are executed when the specific map is loaded, and receive callbacks from the scripting system on certain events. Entity Scripts are set up on specific entities and execute when the entity is spawned.