Logic script: Difference between revisions
Jump to navigation
Jump to search
Note:For other VScript keyvalues notable for this entity like vscripts, thinkfunction and inputs like RunScriptCode, CallScriptFunction see Generic Keyvalues, Inputs and Outputs
m (Indented Expand and removed its margin_left.) |
No edit summary |
||
Line 1: | Line 1: | ||
{{LanguageBar}} {{Source topicon}} {{Source 2 topicon}} | {{LanguageBar}} {{Source topicon}} {{Source 2 topicon}} | ||
{{CD|CLogicScript|CPointEntity}} __NOTOC__ | {{CD|CLogicScript|CPointEntity|file1=1}} __NOTOC__ | ||
[[File:Logic_script.png|left|Source 1 editor sprite]] | [[File:Logic_script.png|left|Source 1 editor sprite]] | ||
Revision as of 09:00, 19 February 2025
![]() |
---|
CLogicScript |
![]() |
logic_script
is a point entity available in all Source games since
Left 4 Dead 2. It is also available in
Team Fortress 2 branch, and
Mapbase.
This entity functions as a container for VScripts. In Left 4 Dead 2, for example, it is used extensively for the logic in "carnival games" found in the Dark Carnival campaign, such as Peanut Gallery, Strongman Contest, Whack-a-Stach, etc.
KeyValues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- EntityGroup[0] (Group00) to EntityGroup[15] (Group15) <targetname>
- All specified entity names will be searched for upon this entity spawning and their script handles are added to an array named
EntityGroup
inlogic_script
's script scope.EntityGroup[0]
contains handle of entity with name specified in EntityGroup[0] property etc. If multiple entities with the given named exists, handle of first found will be used. - Table
MyEntityGroup
is also created which contains the handles with keys being the names. (for some reason there is alsoMyEntityGroupArray
which is same asEntityGroup
)
VScript run internally to achieve this The following VScript is run in logic_script scope when it spawns.
__AppendToScriptGroup
is then called with each name specified byGroup00
-Group15
keyvalues.EntityGroup <- []; MyEntityGroup <- {}; MyEntityGroupArray <- EntityGroup; function __AppendToScriptGroup( name ) { if ( name.len() == 0 ) { EntityGroup.append( null ); } else { local ent = Entities.FindByName( null, name ); EntityGroup.append( ent ); if ( ent != null ) { ent.ValidateScriptScope(); MyEntityGroup[name] <- ent; ent.GetScriptScope().EntityGroup <- EntityGroup; } } }

See also
External links
- It's the VScripting documentation FAQ! (Steam Forums)
- Scripting for Left 4 Dead 2 (Leeland.net) - Example uses of logic_script