Difference between revisions of "L4D2 Vscript Examples"

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Some official uses can be found in gallery_main, strongman_game_script, whacker_counter, whacker_timer, c1m4_atrium, c1_3_trafficmessage_frequency
 
Some official uses can be found in gallery_main, strongman_game_script, whacker_counter, whacker_timer, c1m4_atrium, c1_3_trafficmessage_frequency
  
===Triggering a panic event though a script===
+
===Triggering a panic event through a script===
 
If you want to start a panic event through a script (not an onslaught) then use this:
 
If you want to start a panic event through a script (not an onslaught) then use this:
 
<pre>
 
<pre>

Revision as of 23:48, 23 October 2010

<Left 4 Dead 2> The following are example vscripts for Left 4 Dead 2.

Warning: NEVER use the = operator when trying to influence the director. Use <-. The difference is semantics. If you use =, it will throw an error if the table slot isn't defined (like if a previous script didn't define it). <-, on the other hand, will create the variable if it does not exist. Some of these samples are only portions of a full script, so make sure that the variables are created beforehand.

Targeting entities with a director script

Add something like this in the script for your minifinale when your horde wave gets triggered:

{
EntFire( "church_bell_relay", "Trigger", 0 )
}

Then place a logic_relay with that name to send an output to your ambient_generic.

Some official uses can be found in gallery_main, strongman_game_script, whacker_counter, whacker_timer, c1m4_atrium, c1_3_trafficmessage_frequency

Triggering a panic event through a script

If you want to start a panic event through a script (not an onslaught) then use this:

//-----------------------------------------------------
local PANIC = 0
//-----------------------------------------------------

DirectorOptions <-
{
A_CustomFinale1 = PANIC
A_CustomFinaleValue1 = 2
}

The number refers to the number of waves that you want in your minifinale. This is what was used at the ferry in the first map of Swamp Fever. This script needs to be executed via scriptedpanicevent input to the director. Should also be initialized on a battlefield or finale nav mesh.

Handling a survivor

/***************************************
Get a handle on a specific survivor
- This is pretty hackish, I can't just say Entities.FindByName(null, "playername"), (YET) because
I don't know what it's expecting internally. And I can't "learn" it's name by saying survivior.GetName(),
because what that returns is just some a function ref, it's probably the C++ side wrapped in a closure, OPAQUE, bummer.
***************************************/

//Get Nick
Nick <- Entities.FindByModel(null,"models/survivors/survivor_gambler.mdl");
// Nick is class "player" (which must be related or superset of CBaseEntity)
Nick.SetHealth(0); // Ouch but he won't incap until hit again, even below zero
//or Super Nick!
Nick.SetHealth(50000); // Tank gonna get slapped to death.
Note:"!survivorname" can also be used as the entity name. For example, the health of the survivor can be reduced with
EntFire("!nick", "SetHealth", 1)
!nick, !rochelle, !coach, !ellis point to the corresponding player class entities in game. This was discovered by looking at the passing campaign decompiled levels where the designers used !zoey, !louis and !francis in the actual level to teleport the corresponding L4D1 npcs around the map.

"Detecting"/Finding Survivors

[1] Just a sample you can use in your own code to find survivors. You need to call if after a delay of 10 seconds or so with a logic_auto

Something like

logic_auto > onmapspawn "logic_script_name" runscriptcode with a value of "FindSurvivors()"

Then you can iterate (loop) through the survivors like so...

/*
findsurvivors.nut
author: Lee Pumphret
http://www.leeland.net

The survivors table, once initialized, holds an entity reference to all survivors
To reference a specific survivor, you can say
survivors.nick (etc...)
*/

survivors <-{
   coach = "models/survivors/survivor_coach.mdl",
   ellis = "models/survivors/survivor_mechanic.mdl",
   nick = "models/survivors/survivor_gambler.mdl",
   rochelle = "models/survivors/survivor_producer.mdl"
}

survivors_found <- 0 // flag set to true once survivors are found

/*
Find survivors, this needs to be called after a delay. If you call it immediately,
it will fail as they have not been loaded yet, 10 sec after map load should be good.
You can call it with a logic_auto output, runscriptcode FindSurvivors()
*/
function FindSurvivors(){
   foreach(s,m in survivors){
    printl ("looking for "+s+" mdl:"+m);
    survivor <- Entities.FindByModel(null, m)
    if (survivor){
      printl(s+" found: "+survivor);
      survivors[s] = survivor
      survivors_found++
    }else{
      printl(s+" NOT FOUND!: "+survivor);
      survivors[s] = null
    }
   }
}

Find Survivors Closest to Entity

This builds off multiple scripts. Refer to the author's website for a explanation and complete code. [2]

IncludeScript("survivorclosest.nut", this);

ent <- Entities.FindByName(null, "entname");

printl("Found entity "+ent);


FindSurvivors()  // make sure this script isn't called right away or they won't be found yet

who <- FindSurvivorClosestToEnt(ent); // returns entity reference to survivor
if (who){
   printl(who);
   printl(who+" is closest to "+ent.GetName()+" at "+who.GetOrigin());
   // do something here
}else{
   printl("Nothing found");
}


/* or, if you want the name returned (the key into the
 survivors table), add a true value as a second param */

who <- FindSurvivorClosestToEnt(ent, 1); // returns entity reference to survivor
if (who){
   printl(who);
   printl(who+" is closest to "+ent.GetName()+" at "+survivors[who].GetOrigin());
   // do something here
}else{
   printl("Nothing found");
}

"Hovering Chopper Support" Example

[3] If you want to parent a func_tracktrain to something, so it moves relative, you don't parent the path, you parent the func_tracktrain itsef to the item, and the path will move relative to this. So here's what this does.

  • You make your track as normal, your "train" heli, whatever.
  • Place an info_target in the center of your path with a name ex: chopper_follow
  • Then you parent that func_tracktrain to the target (chopper_follow).
  • Pass that target as the first entitygroup to this script.
  • Then what happens is that the script computes the average position of the survivors ever 1/10 of a second, moves the info_target there (chopper_follow), and the path_track will follow.
  • Have your track the height you want, relative to the info_target.
Note:There are a couple caveats, you'll need to call FindSurvivors() after a delay of map load, or it won't work. They won't be loaded yet, a logic_auto output onmapspawn with a delay of 10 seconds should do it.

Changing The Skybox On Map Load

[4] Save the file to your scripts/vscripts folder as whichskybox.nut

Add a logic_script entity to your map, turn off smartedit and add a "vscripts" key with a value of whichskybox.nut

Obviously you would have to adjust fog and lighting entities as well for it to not look terrible.

Skyboxes <- [
   "sky_l4d_c1_1_hdr",
   "sky_l4d_c1_2_hdr",
   "sky_l4d_c2m1_hdr",
   "sky_l4d_night02_hdr",
   "sky_l4d_predawn02_hdr",
   "sky_l4d_c4m1_hdr",
   "sky_l4d_c4m4_hdr",
   "sky_l4d_c5_1_hdr",
   "sky_l4d_c6m1_hdr"
]

worldspawn <- Entities.FindByClassname (null, "worldspawn");
local i = RandomInt(0,Skyboxes.len()-1);
printl("Skybox is "+Skyboxes[i]);
printl( worldspawn.__KeyValueFromString("skyname",Skyboxes[i]) );

Changing Witch Movement Type On Map Load

This was based off of the code found here: [5] Save the two files to your scripts/vscripts folder as daywitch.nut and nightwitch.nut

Add two logic_script entities to your map. Give "Name" a value of daywitchscript, turn off smartedit and add a "vscripts" key with a value of daywitch.nut.

Repeat for the other with a "Name" value of nightwitchscript, turn off smartedit again and add a "vscripts" key with a value of nightwitch.nut.

There are two scripts involved here, one for day witches and one for night. These scripts run on map load and select the numerical equivialant of Midnight (0) or Morning (2) found in worldspawn. I seperated the scripts so entity logic can tie into them. More on that later.

daywitch.nut:

Skyboxes <- [
   "2"
]

worldspawn <- Entities.FindByClassname (null, "worldspawn");
local i = RandomInt(0,Skyboxes.len()-1);
printl("Skybox is "+Skyboxes[i]);
printl( worldspawn.__KeyValueFromString("timeofday",Skyboxes[i]) );

nightwitch.nut:

Skyboxes <- [
   "0"
]

worldspawn <- Entities.FindByClassname (null, "worldspawn");
local i = RandomInt(0,Skyboxes.len()-1);
printl("Skybox is "+Skyboxes[i]);
printl( worldspawn.__KeyValueFromString("timeofday",Skyboxes[i]) );

This is the line of entity logic I used in my test map to achieve random day or night witches. Note I start the logic_auto with a delay of 10 seconds so the AI can get ready. It doesn't seem to work if I don't, as noted in the "Hovering Chopper Support Example" above.

Class: logic_auto
My output named: OnMapSpawn
Targets entities named: daynightwitchcase
Via this input: PickRandomShuffle
Delay: 10.00

Class: logic_case
My output named: OnCase01
Targets entities named: daywitchtemplate
Via this input: ForceSpawn
Delay: 0.00

My output named: OnCase02
Targets entities named: nightwitchtemplate
Via this input: ForceSpawn
Delay: 0.00

Class: point_template
Name: daywitchscripttemplate
Template 1: daywitchscript

Class: point_template
Name: nightwitchscripttemplate
Template 1: nightwitchscript

Class: logic_script
Name: daywitchscript
vscripts: daywitch.nut

Class: logic_script
Name: nightwitchscript
vscripts: nightwitch.nut

Compile your map with this logic in place, and both named scripts in the scripts/vscripts folder in your main game directory and you should see witches respond and behave differently, depending on which script the game chose randomly.

Some General DirectorOptions

You can start a script with an input to the director "BeginScript" and then the name of the script in the parameters field. Place the script as a ".nut" file in your vscripts directory. To end the script, send an input to the director "EndScript".

Here are some examples:

DirectorOptions <-
{
ProhibitBosses = 1 (default is 0)
AlwaysAllowWanderers = 1 (default is 0)
MobMinSize = 10 (default)
MobMaxSize = 30 (default)
SustainPeakMinTime = 3 (default)
SustainPeakMaxTime = 5 (default)
IntensityRelaxThreshold = 0.9 (default)
RelaxMinInterval = 30 (default)
RelaxMaxInterval = 45 (default)
RelaxMaxFlowTravel = 3000 (default)
SpecialRespawnInterval = 45.0 (default)
NumReservedWanderers = 10 (default is 0)
}

You can play around with some of these numbers for specific events in your levels. For example, some of our scripts reduce the SpecialRespawnInterval to 30 seconds or we have some that reduce the RelaxMaxFlowTravel to 1000 so that the director won't stay relaxed if the survivors have continued far enough.

Prohibiting Tank and Witch spawns

Left4Dead 2 no longer relies on the mission.txt file to prohibit Tanks and Witches on maps. This is now done with a script file that you should place in your left4dead2/scripts/vscripts folder (you may need to add the vscripts subfolder yourself). Add the following to a text file:

DirectorOptions <-
{
  ProhibitBosses = true
}

Save the textfile with the extention .nut in the vscripts folder. In your map, place a logic_auto entity and add an output. The output should target the AI Director entity and make it fire the script by using the BeginScript action. In the parameter field, you set the name of your script (without the .nut extention)

Some Scavenge Gamemode DirectorOptions (for Coop/Versus Finales with Scavenge)

For a finale that is using scavenge as the gameplay (such as in the Mall Atrium finale), you'll need a separate scavenge script. Here's c1m4's (name the script "[the name of the map]_scavenge.nut"):

DirectorOptions <-
{
PreferredMobDirection = SPAWN_LARGE_VOLUME
PreferredSpecialDirection = SPAWN_LARGE_VOLUME
ShouldConstrainLargeVolumeSpawn = false
MobSpawnMinTime = 45
MobSpawnMaxTime = 90
CommonLimit = 15
ZombieSpawnRange = 3000
}
NavMesh.UnblockRescueVehicleNav()
Director.ResetMobTimer()

Dark Carnival Onslaught Script

Here's the onslaught script Valve used for the 4th map of Dark Carnival:

Msg("Initiating Onslaught\n");

DirectorOptions <-
{
// This turns off tanks and witches.
ProhibitBosses = false

//LockTempo = true
MobSpawnMinTime = 3
MobSpawnMaxTime = 7
MobMinSize = 30
MobMaxSize = 30
MobMaxPending = 30
SustainPeakMinTime = 5
SustainPeakMaxTime = 10
IntensityRelaxThreshold = 0.99
RelaxMinInterval = 1
RelaxMaxInterval = 5
RelaxMaxFlowTravel = 50
SpecialRespawnInterval = 1.0
PreferredMobDirection = SPAWN_IN_FRONT_OF_SURVIVORS
ZombieSpawnRange = 2000
}

Director.ResetMobTimer()

Maximum number of simultaneous specials

The following script not only limits the number of specials (using MaxSpecials), but also limits the number of specific specials allowed simultaneously and increases the maximum number of common infected:

Note:Developers should keep in mind that in-game and network performance may suffer as more infected are introduced to the player at the same time.
Msg("Preparing to own the Survivors");
local Dopts = DirectorScript.DirectorOptions; // get a reference to the options
Dopts.MaxSpecials <- 20;
Dopts.BoomerLimit <- 5;
Dopts.SmokerLimit <- 5;
Dopts.HunterLimit <- 5;
Dopts.ChargerLimit <- 5;
Dopts.SpitterLimit <- 5;
Dopts.JockeyLimit <- 5;
Dopts.CommonLimit <- 120;
Dopts.SpecialRespawnInterval <- 1.0;

Dead Center Chapter 3 Special Infected Limit

For multiple SI spawns like in the 3rd chapter of Dead Center:

BoomerLimit = 0
SmokerLimit = 3
HunterLimit = 1
ChargerLimit = 2

You can also limit Spitters and Jockeys with

SpitterLimit = 0
JockeyLimit = 0

c1m4_atrium.nut

In many cases in official maps, a vscript is loaded on map load to initialize some variables or the actual state of the director. This script is loaded via entity logic_auto where an output is fired to the director. There appears to be no specific reason to name the script after the name of the map other than keeping a logical progression in naming convention. Refer to c1m4_atrium.vmf, c1m4_atrium_finale.nut, and c1m4_delay.nut for more details on how the scavenge finale is implemented.

Msg(" atrium map script "+"\n")
 
// number of cans needed to escape.
 
if ( Director.IsSinglePlayerGame() )
{
                NumCansNeeded <- 8
}
else
{
                NumCansNeeded <- 13
}
 
 
DirectorOptions <-
{
               
CommonLimit = 15
 
}
 
NavMesh.UnblockRescueVehicleNav()
 
EntFire( "progress_display", "SetTotalItems", NumCansNeeded )
 
 
function GasCanPoured(){}

Tic-Tac-Toe mini-game

This example uses and vscripts to manipulate entities "registered" to a logic_script entity.[6]

Pushing a Player Around

[7][8]

/*--------------------------------------------
author: http://leeland.net
file:pushplayer.nut
description: 
Allows you to add a velocity vector to any player via trigger. 
Call it from a trigger with something like
OnStartTouch !activator runscriptcode OurPushPlayer(0,0,400)

A note on values, 4096 is the maximum velocity, values below 250 don't move the player at all. 
Z Values around 700 will incap, 1000 or so will prove fatal


--------------------------------------------*/

function OurPushPlayer(x,y,z) {
   local addv = Vector(x,y,z); // 4096 max velocity, anything higher is clamped
   local v = self.GetVelocity()
   self.SetVelocity(v+addv);
}


// slip in a reference to our function in the global table so we can access from all objects,
// *technique to use sparingly! Your function could overwrite another. Name uniquely to try and avoid conflicts*
::OurPushPlayer <- OurPushPlayer;
Note:Negative Z values do not work. A player cannot be pounded into the ground.

See also

External links

Alternative Documentation
Deciphered Official Scripts