使用方法
此列表包含可用于的所有与 传送门2VScript 游戏引擎的松鼠 函数。 当游戏在工具模式 运行时可以使用
script_help
指令在控制台打印出来这些。
变量
实例 | 类型 | 描述 |
---|---|---|
Entities
|
CEntities
|
提供服务器中已生成实体的通道。 |
常量
实例 | 类型 | 值 |
---|---|---|
_charsize_
|
integer | 1 |
_floatsize_
|
integer | 4 |
_intsize_
|
integer | 4 |
_version_
|
string | "Squirrel 2.2.3 stable" |
RAND_MAX
|
integer | 32767 |
PI
|
float | 3.14159 |
类
CBaseEntity
这是实体的脚本句柄类。所有生成的实体都有一个使用此或其子类之一的脚本句柄。
游戏中的所有脚本句柄都可以从[[Zh/
- CEntities|Entities]]
self
关键字访问自己的脚本句柄。activator
和caller
关键字可以在函数调用时访问。 访问实体脚本, 可以使用
使用方法
函数
特征用法
描述
__KeyValueFromInt
void __KeyValueFromInt(string key, int value)
设置实体的某个Keyvalue 为整数。它只更改值, 但不会执行实体处理KeyValue所需的任何代码, 因此可能会产生意想不到的副作用。
__KeyValueFromFloat
void __KeyValueFromFloat(string key, float value)
设置实体的某个Keyvalue 为浮点数。它只更改值, 但不会执行实体处理KeyValue所需的任何代码, 因此可能会产生意想不到的副作用。
__KeyValueFromString
void __KeyValueFromString(string key, string value)
设置实体的某个Keyvalue 为字符串。它只更改值, 但不会执行实体处理KeyValue所需的任何代码, 因此可能会产生意想不到的副作用。
__KeyValueFromVector
void __KeyValueFromVector(string key, Vector value)
设置实体的某个Keyvalue 为[[Zh/
- Vector|向量(或矢量)]]
。它只更改值, 但不会执行实体处理KeyValue所需的任何代码, 因此可能会产生意想不到的副作用。
ConnectOutput
void CBaseEntity::ConnectOutput(string output, string func_name)
添加一个I/O连接, 当指定的输出触发时, 该连接将调用指定的函数。
Destroy
void CBaseEntity::Destroy()
消灭这个实体。
DisconnectOutput
void CBaseEntity::DisconnectOutput(string output, string func_name)
从I/O事件中删除连接的脚本函数。
EmitSound
void CBaseEntity::EmitSound(string sound)
从该实体处播放一段声音。
EyePosition
Vector CBaseEntity::EyePosition()
获得眼睛位置绝对坐标的向量。
FirstMoveChild
handle CBaseEntity::FirstMoveChild()
如果处于层次结构中,则获取则检索第一个(移动)实体的子级。
GetAngles
Vector CBaseEntity::GetAngles()
获得实体转换为向量的俯仰、水平、横滚的角度数值。
GetAngularVelocity
Vector CBaseEntity::GetAngularVelocity()
获取局部角速度-返回俯仰、水平、横滚的向量。
GetBoundingMaxs
Vector CBaseEntity::GetBoundingMaxs()
获取一个以对象为中心的最大边框的向量。
GetBoundingMins
Vector CBaseEntity::GetBoundingMins()
获取一个以对象为中心的最小边框的向量。
GetCenter
Vector CBaseEntity::GetCenter()
获取对象中心的向量-绝对坐标。
GetClassname
string CBaseEntity::GetClassname()
获取此实体的类名。
GetForwardVector
Vector CBaseEntity::GetForwardVector()
获取实体的正向向量(+X)。
GetHealth
int CBaseEntity::GetHealth()
返回实体当前血量 。
GetLeftVector
Vector CBaseEntity::GetLeftVector()
获取实体的左向量。
GetMaxHealth
int CBaseEntity::GetMaxHealth()
返回实体最大血量。
GetModelKeyValues
handle CBaseEntity::GetModelKeyValues()
获取此实体模型上的键值类实例。
GetModelName
string CBaseEntity::GetModelName()
获取该实体模型名称。
GetMoveParent
handle CBaseEntity::GetMoveParent()
如果处于层次结构中, 则检索实体的父级。
GetName
string CBaseEntity::GetName()
获取此实体的Targetname。
GetOrigin
Vector CBaseEntity::GetOrigin()
返回此实体的局部原点位置坐标。
GetOwner
handle CBaseEntity::GetOwner()
获取此实体的所有者。
GetPreTemplateName
string CBaseEntity::GetPreTemplateName()
将实体名称从模板唯一装饰(&001后缀)中删除。
GetRootMoveParent
handle CBaseEntity::GetRootMoveParent()
如果处于层次结构中, 则向上遍历层次结构以查找根父级
GetScriptId
string CBaseEntity::GetScriptId()
检索用于引用脚本系统中实体的唯一标识符。
GetScriptScope
handle CBaseEntity::GetScriptScope()
检索与实体关联的脚本端数据。
GetSoundDuration
float CBaseEntity::GetSoundDuration(string, string)
以浮点数返回声音的持续时间。接受声音名称和可选的actormodelname。
GetTeam
int CBaseEntity::GetTeam()
找到这个实体所在的队伍。
GetUpVector
Vector CBaseEntity::GetUpVector()
获取实体的向上向量(+Z)。
GetVelocity
Vector CBaseEntity::GetVelocity()
获取实体的速度。请注意,这会读取QPhysics 速度值, 因此它仅适用于玩家、NPC和移动画笔实体。VPhysics对象的速度始终为零, 一种解决方法是记录多个帧上的位置, 并手动推导速度。
IsValid
bool CBaseEntity::IsValid()
如果此实体有效, 则返回true。
NextMovePeer
handle CBaseEntity::NextMovePeer()
返回同一继承层次结构中的下一个实体。
PrecacheSoundScript
void CBaseEntity::PrecacheSoundScript(string)
预先加载一个声音以供以后播放, 应该在Preche()钩子函数中调用。
SetAbsOrigin
void CBaseEntity::SetAbsOrigin(Vector)
将实体传送到此世界位置。
SetAngles
void CBaseEntity::SetAngles(float, float, float)
设置实体俯仰、水平、横滚。
SetAngularVelocity
void CBaseEntity::SetAngularVelocity(float, float, float)
设置局部角速度-浮点数的俯仰、水平、横滚速度。
SetForwardVector
void CBaseEntity::SetForwardVector(Vector)
将实体的正向(+X)向量。
SetHealth
void CBaseEntity::SetHealth(int)
设置实体当前的血量 。
SetMaxHealth
void CBaseEntity::SetMaxHealth(int)
设置实体最大血量。
SetModel
void CBaseEntity::SetModel(string)
更改实体的模型, 这可用于更改prop_weighted_cube或其他类似实体的模型。模型必须预加载, 可以通过预先放置在地图的其他位置来完成。
SetOrigin
void CBaseEntity::SetOrigin(Vector)
将此实体传送到给定位置。
SetOwner
void CBaseEntity::SetOwner(handle)
设置实体的所有者。
SetSize
void CBaseEntity::SetSize(Vector, Vector)
设置边界框大小。(比如func_brush或trigger_multiple)
SetTeam
void CBaseEntity::SetTeam(int)
设置此实体所在的队伍。
SetVelocity
void CBaseEntity::SetVelocity(Vector)
设置局部速度。请注意,这会设置QPhysics 速度值,因此它仅适用于玩家、NPC和移动画笔实体。对于VPhysics对象,这没有影响。
ValidateScriptScope
bool CBaseEntity::ValidateScriptScope()
确保已创建实体的脚本作用域。 在分配给实体的作用域之前, 应该调用此函数。
entindex
int CBaseEntity::entindex()
返回实体的索引值。
CBaseAnimating
继承 CBaseEntity
用于为道具等实体设置动画的脚本句柄类。
使用方法
函数
签名
描述
GetAttachmentAngles
Vector CBaseAnimating ::GetAttachmentAngles(int id)
获取附件ID的角度(p,y,r向量)。
GetAttachmentOrigin
Vector CBaseAnimating ::GetAttachmentOrigin(int id)
获取附件ID的原始向量。
GetObjectScaleLevel
int CBaseAnimating ::GetObjectScaleLevel()
获取实体的缩放级别。
IsSequenceFinished
bool CBaseAnimating ::IsSequenceFinished()
检查主序列是否播放完毕。
LookupAttachment
int CBaseAnimating ::LookupAttachment(string)
获取命名附件的ID。
SetBodygroup
void CBaseAnimating ::SetBodygroup(int group, int index)
设置身体组。group是目标组的索引,index是要使用的部位索引。
CBaseFlex
使用方法
函数
签名
描述
GetCurrentScene
handle CBaseFlex ::GetCurrentScene()
返回最早激活的场景实体实例(如果有)。
GetSceneByIndex
handle CBaseFlex ::GetSceneByIndex(int)
返回指定索引的场景实体实例。
CBasePlayer
使用方法
函数
签名
描述
IsNoclipping
bool CBasePlayer ::IsNoclipping()
如果玩家处于穿墙模式则返回true。
CEntities
脚本实例: Entities
用于查找和迭代游戏中实体的脚本接口。
要迭代一组实体,请在适当的方法中将null
传递给"previous"参数以开始迭代,或引用先前找到的实体以继续搜索。示例:
//第一种方式
local ent = null; //变量名"ent"可自定义
while(ent = Entities.FindByName(ent, "entityname")) //注意使用"="而非"=="
{
//... //每次迭代时"ent"有效则执行此处代码
}
//第二种方式
for(local ent;ent = Entities.FindByName(ent, "entityname");) //注意分号位置
{
//... //每次迭代时"ent"有效则执行此处代码
}
使用方法
函数
签名
描述
CreateByClassname
handle CEntities ::CreateByClassname(string)
通过类名创建实体
FindByClassname
handle CEntities ::FindByClassname(handle start_ent, string classname)
按类名查找实体。传递'null'开始迭代,或引用先前找到的实体继续搜索
FindByClassnameNearest
handle CEntities ::FindByClassnameNearest(string classname, Vector loc, float radius)
查找距离某点最近的指定类名实体
FindByClassnameWithin
handle CEntities ::FindByClassnameWithin(handle start_ent, string classname, Vector loc, float radius)
查找半径内的指定类名实体。传递'null'开始迭代
FindByModel
handle CEntities ::FindByModel(handle start_ent, string model)
按模型名查找实体。传递'null'开始迭代
FindByName
handle CEntities ::FindByName(handle start_ent, string targetname)
按名称(支持通配符)查找实体。传递'null'开始迭代
FindByNameNearest
handle CEntities ::FindByNameNearest(string targetname, Vector loc, float radius)
查找距离某点最近的指定名称实体
FindByNameWithin
handle CEntities ::FindByNameWithin(handle, string, Vector loc, float radius)
查找半径内的指定名称实体。传递'null'开始迭代
FindByTarget
handle CEntities ::FindByTarget(handle start_ent, string targetname)
查找具有特定target
键值的实体。传递'null'开始迭代
FindInSphere
handle CEntities ::FindInSphere(handle start_ent, Vector loc, float radius)
查找半径内的实体。传递'null'开始迭代
First
handle CEntities ::First()
开始实体列表迭代。等同于Next(null)
Next
handle CEntities ::Next(handle)
继续迭代,需提供先前找到的实体引用
CEnvEntityMaker
继承 CBaseEntity
脚本句柄类是env_entity_maker 。
使用方法
函数
签名
描述
SpawnEntity
void CEnvEntityMaker ::SpawnEntity()
在maker位置创建实体
SpawnEntityAtEntityOrigin
void CEnvEntityMaker ::SpawnEntityAtEntityOrigin(handle)
在指定实体位置创建实体
SpawnEntityAtLocation
void CEnvEntityMaker ::SpawnEntityAtLocation(Vector, Vector)
在指定位置和欧拉角(pitch,yaw,roll)创建实体
SpawnEntityAtNamedEntityOrigin
void CEnvEntityMaker ::SpawnEntityAtNamedEntityOrigin(string)
在命名实体位置创建实体
CLinkedPortalDoor
[待完善]
使用方法
函数
签名
描述
GetPartnerInstance
handle CLinkedPortalDoor ::GetPartnerInstance()
获取门链接伙伴的实例句柄
GetPartnername
string CLinkedPortalDoor ::GetPartnername()
返回门的伙伴名称
CPlayerVoiceListener
[待完善]
使用方法
函数
签名
描述
GetPlayerSpeechDuration
float CPlayerVoiceListener ::GetPlayerSpeechDuration(int)
返回玩家持续说话的秒数
IsPlayerSpeaking
bool CPlayerVoiceListener ::IsPlayerSpeaking(int)
返回指定玩家是否正在说话
CPortal_Player
[待完善]
使用方法
函数
签名
描述
GetWheatleyMonitorDestructionCount
int CPortal_Player ::GetWheatleyMonitorDestructionCount()
获取玩家摧毁Wheatley显示器的数量
IncWheatleyMonitorDestructionCount
void CPortal_Player ::IncWheatleyMonitorDestructionCount()
增加玩家摧毁Wheatley显示器的计数
TurnOffPotatos
void CPortal_Player ::TurnOffPotatos()
关闭Potatos材质光源
TurnOnPotatos
void CPortal_Player ::TurnOnPotatos()
开启Potatos材质光源
CPropLinkedPortalDoor
[待完善]
使用方法
函数
签名
描述
GetPartnerInstance
handle CPropLinkedPortalDoor ::GetPartnerInstance()
获取门链接伙伴的实例句柄
GetPartnername
string CPropLinkedPortalDoor ::GetPartnername()
返回门的伙伴名称
CSceneEntity
继承 CBaseEntity
Vector
Represents an x/y/z position, returned/passed to many functions. It takes the 3 x/y/z positions as a parameter.
A few math operations can be applied to vectors - +/- between any two vectors, and Vector * number
in that order only. All three operations return another vector. Other math operations are done with method calls:
Methods
Function
Signature
Description
Cross
Vector Vector::Cross(Vector other)
Return the vector cross product - this × other
.
Dot
float Vector::Dot(Vector other)
Return the vector dot product - this · other
.
Length
float Vector::Length()
Return the distance from the origin.
Length2D
float Vector::Length2D()
Return the distance from the origin, ignoring the Z axis.
LengthSqr
float Vector::LengthSqr()
Return the distance from the origin, but squared. This is faster to compute since a square root isn\'t required.
Length2DSqr
float Vector::Length2DSqr()
Return the distance from the origin, ignoring the Z axis and squared. This is faster to compute since a square root isn\'t required.
Norm
float Vector::Norm()
Modify the vector to have a length of 1, and return its original length.
ToKVString
string Vector::ToKVString()
Return a string in the form "X Y Z".
Other functions
Function
Signature
Description
Assert
void Assert(exp, string message = null)
Throws an exception if exp equates to false, optionally with message.
CreateProp
handle CreateProp(string classname, Vector origin, string modelname, int activity)
Create a prop. The class should be a prop_physics style entity.
CreateSceneEntity
handle CreateSceneEntity(string)
Create a scene entity to play the specified scene.
DebugDrawBox
void DebugDrawBox(Vector origin, Vector mins, Vector maxs, int r, int g, int b, int alpha, float duration)
Draw a debug box, for visualizing code. It's positioned at origin
, with the dimensions mins
/maxs
Developer must be on to show this, and it'll stay around for duration
seconds (or 1 frame if -1.0). The color ranges from 0-255.
DebugDrawLine
void DebugDrawLine(Vector start, Vector end, int r, int g, int b, bool hitTest, float duration)
Draw a debug line, for visualizing code. Developer must be on to show this, and it'll stay around for duration
seconds (or 1 frame if -1.0). The color ranges from 0-255.
DoIncludeScript
bool DoIncludeScript(string filename, table scope)
Execute the script file "scripts/vscripts/" + filename
in the scope of scope
. The extension .nut
can be omitted.
IncludeScript
bool IncludeScript(string filename, table scope = null)
Execute the script file "scripts/vscripts/" + filename
in the scope of scope
, this
by default. The extension .nut
can be omitted.
DoEntFire
void DoEntFire(string target, string action, string value, float delay, handle activator, handle caller)
Generate an entity I/O event.
EntFire
function EntFire(target, action, value, delay, activator)
Generate an entity I/O event. Value, delay and activator are optional.
EntFireByHandle
void EntFireByHandle(handle target, string action, string value, float delay, handle activator, handle caller)
Generate an entity I/O event. First parameter is an entity instance.
FrameTime
float FrameTime()
Get the time spent on the server in the last frame.
GetDeveloperLevel
int GetDeveloperLevel()
Gets the level of 'developer'.
GetMapIndexInPlayOrder
int GetMapIndexInPlayOrder()
For workshop maps, determines which index (by order played) this map is. Returns -1 if entry is not found or -2 if this is not a workshop map.
GetMapName
string GetMapName()
Get the name of the map.
GetNumMapsPlayed
int GetNumMapsPlayed()
Returns how many workshop maps the player has played through.
GetPlayerSilenceDuration
float GetPlayerSilenceDuration(int player_index)
Time that the specified player has been silent on the mic.
IsMultiplayer
bool IsMultiplayer()
Returns true if this is a multiplayer game, or false if singleplayer.
LoopSinglePlayerMaps
bool LoopSinglePlayerMaps()
Returns true if the cvar loopsingleplayermaps
is enabled. Still works in multiplayer.
RandomFloat
float RandomFloat(float min, float max)
Generate a random floating point number within a range, inclusive
RandomInt
int RandomInt(int min, int max)
Generate a random integer within a range, inclusive
RecordAchievementEvent
void RecordAchievementEvent(string name, int player_index)
Earns a given achievement or increases progress.
RequestMapRating
void RequestMapRating()
In workshop maps, pops up the map rating dialog for user input.
RetrieveNativeSignature
void RetrieveNativeSignature(string nativeFunction)
[待完善]
SendToConsole
void SendToConsole(string command)
Send a string to the console as a command. The command is treated as coming from the host in multiplayer.
SetDucking
void SetDucking(string, string, float)
Set the level of an audio ducking channel.
SetMapAsPlayed
int SetMapAsPlayed()
For workshop maps, adds the current map to the play order and returns the new index therein. Returns -2 if this is not a workshop map.
ShowMessage
void ShowMessage(string)
Print a HUD message on all clients.
Time
float Time()
Get the current server time
TraceLine
float TraceLine(Vector start, Vector end, handle ignored_ent)
Given 2 points and an entity to ignore, returns fraction along line that hits the world. Does not hit entities, seemingly making the ignored entity parameter useless.
UniqueString
string UniqueString(string suffix = "")
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. Equivalent to DoUniqueString(suffix)
.
DoUniqueString
string DoUniqueString(string suffix)
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.
__ReplaceClosures
void __ReplaceClosures(function script, table scope)
Internal function called in script_reload_
server commands.
Singleplayer only
These functions can only be used in singleplayer games, and may cause errors if used in multiplayer.
Function
Signature
Description
GetPlayer
handle GetPlayer()
Returns the player.
GivePlayerPortalgun
void GivePlayerPortalgun()
Equips the player with a blue-only portalgun.
PrecacheMovie
void PrecacheMovie(string)
Precaches a named movie. Only valid to call within the entity's 'Precache' function called on mapspawn.
ScriptShowHudMessageAll
void ScriptShowHudMessageAll(string, float)
Show center print text message for specified number of seconds.
ScriptSteamShowURL
bool ScriptSteamShowURL(string)
Bring up the steam overlay and shows the specified URL. (Full address with protocol type is required, e.g. http://www.steamgames.com/)
TryDLC1InstalledOrCatch
void TryDLC1InstalledOrCatch()
Throws an exception if the Peer Review DLC isn't installed. Useless in the current PC version of the game, as Peer Review will always be present.
UpgradePlayerPortalgun
void UpgradePlayerPortalgun()
Upgrades the player's portalgun to shoot orange portals.
UpgradePlayerPotatogun
void UpgradePlayerPotatogun()
Upgrades the player's portalgun to shoot orange portals and have PotatOS impaled on it.
Multiplayer only
These functions can only be used in multiplayer games, and may cause errors if used in singleplayer.
Function
Signature
Description
AddBranchLevelName
void AddBranchLevelName(int, string)
Adds a level to the specified branch's list.
注意:In co-op maps, this function must be called at least once or players will not be able to move.
AddCoopCreditsName
void AddCoopCreditsName(string)
Adds a name to the coop credit's list.
AddGladosSpokenFlags
void AddGladosSpokenFlags(int, int)
Adds bit flags for specific lines that are tracked per session.
CoopGladosBlowUpBots
void CoopGladosBlowUpBots()
Blows up both robots and prevents respawning.
CoopGetNumPortalsPlaced
int CoopGetNumPortalsPlaced()
Returns the number of portals the players have placed so far.
CoopGetLevelsCompletedThisBranch
int CoopGetLevelsCompletedThisBranch()
Returns the number of levels the players have completed in their run of the current branch.
CoopGetBranchTotalLevelCount
int CoopGetBranchTotalLevelCount()
Returns the number of levels in the current branch.
CoopSetCameFromLastDLCMap
void CoopSetCameFromLastDLCMap(bool)
Set whether the players came from the last coop DLC map or not.
CoopSetMapRunTime
void CoopSetMapRunTime(float runLength)
Sets the time to complete a coop map from spawn to completing the puzzle. (Possibly related to the Triple Crown achievement.)
GetBluePlayerIndex
int GetBluePlayerIndex()
Player index of the blue player.
GetCameFromLastDLCMap
bool GetCameFromLastDLCMap()
Returns true if coming from the last DLC coop map (as set by CoopSetCameFromLastDLCMap
).
GetCoopBranchLevelIndex
int GetCoopBranchLevelIndex(int)
Given the 'branch' argument, returns the current chosen level.
GetCoopSectionIndex
int GetCoopSectionIndex()
Section that the coop players have selected to load.
GetGladosSpokenFlags
int GetGladosSpokenFlags(int)
Returns bit flags for specific lines that are tracked per session.
GetHaveSeenDLCTubesReveal
bool GetHaveSeenDLCTubesReveal()
Get whether players have seen the DLC tubes reveal this session (as set by SetHaveSeenDLCTubesReveal
).
GetHighestActiveBranch
int GetHighestActiveBranch()
Returns which branches should be available in the hub.
GetNumPlayersConnected
int GetNumPlayersConnected()
Returns how many players are connected. In normal co-op, this will almost always be 2.
GetOrangePlayerIndex
int GetOrangePlayerIndex()
Player index of the orange player.
GetPlayerDeathCount
int GetPlayerDeathCount(int player)
Returns the number of times that a specific player has died in the session.
IsBranchComplete
bool IsBranchComplete(int course)
Returns true if every level in the course has been completed by either player.
IsLevelComplete
bool IsLevelComplete(int course, int level)
Returns true if the level in the specified course is completed by either player.
IsLocalSplitScreen
bool IsLocalSplitScreen()
Returns true if players are in split screen.
IsPlayerBranchComplete
bool IsPlayerBranchComplete(int player, int course)
Returns true if every level in the course has been completed by the specified player.
IsPlayerLevelComplete
bool IsPlayerLevelComplete(int, int, int)
Returns true if the level in the specified course is completed by a specific player.
MarkMapComplete
void MarkMapComplete(string)
Marks a maps a complete for both players.
NotifySpeedRunSuccess
void NotifySpeedRunSuccess(int runLength, string mapname)
Tells the client that a successful speed run has been completed. (Used for the Triple Crown achievement.)
SaveMPStatsData
void SaveMPStatsData()
Save the multiplayer stats for the score board.
SetHaveSeenDLCTubesReveal
void SetHaveSeenDLCTubesReveal()
Set that players have seen the DLC tubes reveal this session.
See also