User:ArthurAutomaton/sandbox
Sandbox
Some notes to myself about modding DotA 2.
Creating a unit that's controllable by a specific player
This code creates a mud golem at (0, 0, 0) on the Radiant team and makes it controllable by player 0:
unit_team = DOTA_TEAM_GOODGUYS unit_name = "npc_dota_neutral_mud_golem" player = PlayerResource:GetPlayer(0) point = Vector(0, 0, 0) unit = CreateUnitByName(unit_name, point, true, nil, nil, unit_team) unit:SetControllableByPlayer(player:GetPlayerID(), true)
Relevant links:
Problem
I have two triggers, trigger_get
and trigger_set
. When trigger_set
is triggered, I want to save some information in a certain variable. When trigger_get
is triggered, I should be able to access that information.
An approach that doesn't work

1. Create scripts/vscripts/trigger.lua
with the following content:
FOO = 0 -- we want to save information in this global variable
function SetSharedVar ()
FOO = 1
print("SetSharedVar called; FOO = " .. FOO)
end
function GetSharedVar ()
print("GetSharedVar called; FOO = " .. FOO)
end
2. In Hammer, edit the properties of trigger_get
as follows:
- Set Entity Scripts = trigger.lua.
- Add an output like this:
3. In Hammer, edit the properties of trigger_set
as follows:
- Set Entity Scripts = trigger.lua.
- Add an output like this:
The expected outcome: When a unit steps on trigger_set
and then afterwards steps on trigger_get
, we expect to see the following output in the console:
SetSharedVar called; FOO = 1 GetSharedVar called; FOO = 1
What really happens: What we actually see in the console is this:
SetSharedVar called; FOO = 1 GetSharedVar called; FOO = 0
This shows that the assignment FOO = 1
made by SetSharedVar
is NOT visible to trigger_get
.
My guess about why this happens: When you "bind" some Lua code to an entity by setting its Entity Scripts property, that code is "private" to the entity: The entity initially has ITS OWN "blank" Lua environment (with only the library functions and the game API visible), which no other entity can access. When the map is loaded, the game engine populates this environment by running the Lua file specified by the Entity Scripts property. In our case, we set Entity Scripts = trigger.lua on both triggers, but they both get THEIR OWN COPIES of the global variables in trigger.lua
. So the assignment FOO = 1
made by trigger_set
is not visible to trigger_get
since it just changes trigger_set
's copy of FOO
.
An approach that works
Follow steps 1-3 above but replace Step 2 with this:
2'. In Hammer, edit the properties of trigger_get
as follows:
- DO NOT SET THE Entity Scripts PROPERTY
- Add an output like this (note that we now use
trigger_set
as the target):
With this solution we get the expected output in the console. Why? If the guess above is correct, it's because we're now using trigger_set
as the target, hence GetSharedVar
now accesses trigger_set
's copy of FOO
.
Holdout stuff
- For the bosses they use the
vscripts
key (innpc_units_custom.txt
) to set the AI file that should be used.- In the AI files the global variable
thisEntity
(which is not initialized anywhere in the files) seems to refer to the unit itself. - Also it seems that if there's a function called
Spawn
in the file, then it will be called (with a certain table as argument) when the unit is spawned.
- In the AI files the global variable