Logic script

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Revision as of 10:48, 14 January 2013 by ThaiGrocer (talk | contribs) (→‎Inputs: Added CallScriptFunction and noted necessary quotation marks for RunScriptCode in L4D2)
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Logic script.png

Template:Base point It is a container for VScripts. In Left 4 Dead 2, for example, this entity 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

EntityGroup[0] ([todo internal name (i)]) to EntityGroup[15] <targetname>
Entities to add in the EntityGroup array for the script.
Note.pngNote:The array can be extended beyond 16 entities. Simply add additional Group## keys with SmartEdit turned off.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Note.pngNote:logic_script in L4D2 is missing KeyValues for Entity Scripts and Script think function. These additional keys can to be added to the entity with SmartEdit turned off as vscripts <string> and thinkfunction <string>, respectively.

Inputs

Note.pngNote:RunScriptCode may need quotation marks added to the string. This is true in Left 4 Dead 2.
CallScriptFunction <stringRedirectInput/string>
Execute a function declared in the vscript. No quotations and parentheses are necessary.

Outputs

See also

External links