This list contains all engine-related Squirrel functions available for VScript in
Left 4 Dead 2 . It can be printed in-game with the scipt_help
command while running in tools mode.
CDirector
Function
|
Signature
|
Description
|
GetAveragedSurvivorSpan
|
float CDirector::GetAveragedSurvivorSpan()
|
Get the distance between the lead and trailing survivors, smoothed over time
|
GetAveragedSurvivorSpeed
|
float CDirector::GetAveragedSurvivorSpeed()
|
Get the rate at which the lead survivor is moving along the flow, smoothed over time
|
GetCommonInfectedCount
|
int CDirector::GetCommonInfectedCount()
|
Returns number fo infected currently spawned
|
GetFurthestSurvivorFlow
|
float CDirector::GetFurthestSurvivorFlow()
|
Get the maximum distance along the flow that the survivors have reached
|
GetGameMode
|
string CDirector::GetGameMode()
|
Get the current game mode
|
GetPendingMobCount
|
int CDirector::GetPendingMobCount()
|
Returns tnumber of infected waiting to spawn
|
HasAnySurvivorLeftSafeArea
|
bool CDirector::HasAnySurvivorLeftSafeArea()
|
True when one or more survivors have left the starting safe area
|
IsAnySurvivorInCombat
|
bool CDirector::IsAnySurvivorInCombat()
|
Returns true if any survivor recently dealt or took damage
|
IsPlayingOnConsole
|
bool CDirector::IsPlayingOnConsole()
|
Return true if game is running on a console (such as Xbox 360)
|
IsSinglePlayerGame
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bool CDirector::IsSinglePlayerGame()
|
Return true if game is in single player
|
IsTankInPlay
|
bool CDirector::IsTankInPlay()
|
Returns true if any tanks are aggro on survivors
|
L4D1SurvivorGiveItem
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void CDirector::L4D1SurvivorGiveItem()
|
Let the L4D1 survivors know that now is a good time to give the players an item
|
PlayMegaMobWarningSounds
|
void CDirector::PlayMegaMobWarningSounds()
|
Plays a horde scream sound and asks survivors to speak 'incoming horde' lines
|
ResetMobTimer
|
void CDirector::ResetMobTimer()
|
Trigger a mob as soon as possible when in BUILD_UP
|
UserDefinedEvent1
|
void CDirector::UserDefinedEvent1()
|
generic user defined event fired from a squirrel script
|
UserDefinedEvent2
|
void CDirector::UserDefinedEvent2()
|
generic user defined event fired from a squirrel script
|
UserDefinedEvent3
|
void CDirector::UserDefinedEvent3()
|
generic user defined event fired from a squirrel script
|
UserDefinedEvent4
|
void CDirector::UserDefinedEvent4()
|
generic user defined event fired from a squirrel script
|
CEntities
Function
|
Signature
|
Description
|
FindByClassname
|
handle CEntities::FindByClassname(handle, string)
|
Find entities by class name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
|
FindByClassnameNearest
|
handle CEntities::FindByClassnameNearest(string, Vector, float)
|
Find entities by class name nearest to a point.
|
FindByClassnameWithin
|
handle CEntities::FindByClassnameWithin(handle, string, Vector, float)
|
Find entities by class name within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
|
FindByModel
|
handle CEntities::FindByModel(handle, string)
|
Find entities by model name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
|
FindByName
|
handle CEntities::FindByName(handle, string)
|
Find entities by name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
|
FindByNameNearest
|
handle CEntities::FindByNameNearest(string, Vector, float)
|
Find entities by name nearest to a point.
|
FindByNameWithin
|
handle CEntities::FindByNameWithin(handle, string, Vector, float)
|
Find entities by name within a radius. Pass 'null' to start an iteration, or reference to a previously found continue a search
|
FindByTarget
|
handle CEntities::FindByTarget(handle, string)
|
Find entities by targetname. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
|
FindInSphere
|
handle CEntities::FindInSphere(handle, Vector, float)
|
Find entities within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
|
First
|
handle CEntities::First()
|
Begin an iteration over the list of entities
|
Next
|
handle CEntities::Next(handle)
|
Continue an iteration over the list of entities, providing reference to a previously found entity
|
CNavMesh
Function
|
Signature
|
Description
|
UnblockRescueVehicleNav
|
void CNavMesh::UnblockRescueVehicleNav()
|
Unblock the rescue vehicle nav areas so bots can path through them
|
Other functions
Function
|
Signature
|
Description
|
DebugDrawBox
|
void DebugDrawBox(Vector, Vector, Vector, int, int, int, int, float)
|
Draw a debug overlay box
|
DebugDrawLine
|
void DebugDrawLine(Vector, Vector, int, int, int, bool, float)
|
Draw a debug overlay box
|
DoIncludeScript
|
bool DoIncludeScript(string, handle)
|
Execute a script (internal)
|
EntFire
|
function EntFire(target, action, value, delay, activator)
|
Generate and entity i/o event
|
RandomFloat
|
float RandomFloat(float, float)
|
Generate a random floating point number within a range, inclusive
|
RandomInt
|
int RandomInt(int, int)
|
Generate a random integer within a range, inclusive
|
SendToConsole
|
void SendToConsole(string)
|
Send a string to the console as a command
|
ShowMessage
|
void ShowMessage(string)
|
Print a hud message on all clients
|
Time
|
float Time()
|
Get the current server time
|
UniqueString
|
function UniqueString(string)
|
Generate a string guaranteed to be unique across the life of the script VM, with an optional root string. Useful for adding data to tables when not sure what keys are already in use in that table.
|
See also