This article relates to the game "Half-Life: Alyx". Click here for more information.
This article relates to the workshop tools for "Half-Life: Alyx". Click here for more information.
This article's documentation is for Source 2. Click here for more information.

Difference between revisions of "Half-Life: Alyx Workshop Tools/Lua Scripting"

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{{note | As Half-Life: Alyx is a relatively new game, some API functions have not yet been implemented (see: scripting API). This may affect the possible scope of your scripts!}}
 
{{note | As Half-Life: Alyx is a relatively new game, some API functions have not yet been implemented (see: scripting API). This may affect the possible scope of your scripts!}}
  
== Introduction to Source 2 Vscript ==
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== Introduction to Source 2 VScript ==
 
* '''[[Half-Life:_Alyx_Workshop_Tools/Lua_Scripting/Getting_Started|Getting started with Lua for Half Life: Alyx]]'''.
 
* '''[[Half-Life:_Alyx_Workshop_Tools/Lua_Scripting/Getting_Started|Getting started with Lua for Half Life: Alyx]]'''.
 
* [[Half-Life:_Alyx_Workshop_Tools/Lua_Scripting/Hello_Gordon|Hello, Gordon: Introduction to Entity Script Integration With Hammer for Half-Life: Alyx]].
 
* [[Half-Life:_Alyx_Workshop_Tools/Lua_Scripting/Hello_Gordon|Hello, Gordon: Introduction to Entity Script Integration With Hammer for Half-Life: Alyx]].

Revision as of 17:59, 28 May 2020

Half-Life: Alyx, like previous Source titles such as Garry's Mod, is able to use Lua scripts natively when building custom levels using the Hammer editor. Scripts can be used for a variety of things including creating new game modes, weapons and other types of complicated logic.

Note.png Note:  As Half-Life: Alyx is a relatively new game, some API functions have not yet been implemented (see: scripting API). This may affect the possible scope of your scripts!

Introduction to Source 2 VScript

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