Vscript Fundamentals
This article aims to describe fundamental concepts and uses of VScript scripting.
Contents
Tables and Script Scopes
The scripting environment consists of associative arrays, or tables, nested inside each other.
When a script is loaded, it is placed inside a table called its script scope, and any code inside the script is executed. All variables, functions and classes in the script persist in the script scope after the code has finished executing.
Script Handles
Interaction with in-game entities is done through script handles, which are objects that reference a specific entity. The script handles contain accessor and and mutator methods to read and modify the entity properties. What methods are available depend on the game and entity type. See the scripting API reference for each game for more information.
All server-side entities currently in play can be searched and iterated through with the CEntities
class object, Entities
.
Entity Scripts
Main article Entity Scripts
A common VScript feature is to augment the features of entities using Entity Scripts.
Adding a script to the vscripts
(Entity Scripts) KeyValue of a server-side entity loads the script as an Entity Script. The script is executed when the entity spawns, and loads into a script scope made up of an unique identifier followed by the entity name or class name; _<unique ID>_<entity name>
, placed in the root table. If no script has been run on the entity, a script scope can be manually created by using the CBaseEntity::ValidateScriptScope()
method.

Additional scripts can be loaded by specifying multiple scripts in the vscripts
keyvalue, or using the RunScriptFile
Input. All scripts that are run on the same entity will load into the same script scope, overwriting any identical variables and functions. When multiple scripts are loaded from the vscripts
keyvalue, the Precache()
and OnPostSpawn()
will be chained so that eventual versions present in either or both scripts are called.
A think function can be set with the thinkfunction
KeyValue or by the AddThinkToEnt()
function, the specified script function every 0.1 seconds. While it has the potential to become expensive, a programmer is able to limit the amount of code executed. Functions can also be manually called through the I/O system with the inputs RunScriptCode function_name(argument, ...)
or RunScriptFunction function_name
.
An Entity Script has a self
(Source 1) or thisEntity
(Source 2) reference to the script handle of the entity owning it, allowing the script easy access to control the entity through its class methods.
Predefined Hooks
Entities have the ability to call functions in their script scope from the C++ side. Common entity classes have predefined function calls programmed into them to occur at certain events, allowing scripts to execute code. For example, creating a function called Precache()
in an entity script will call that function right after the entity spawns, allowing the script to precache any custom assets. These functions do not need to be registered, and are always called if if one with the right name exist. Please see the API documentation for your game to find out what hook functions are available for each class.
To do: Does Source 2 implement this?
I/O system interaction
Firing Outputs
If available in the game API, scripts can use the EntFire()
and DoEntFire()
functions to fire outputs to map entities. More functions may be available depending on game.
If arguments for activator
and caller
are available in the functions, they take a script handle and can be used to fire an output to an entity using the "!self" or "!activator" keyword, even without having to know its name, as long as the handle is available.
Arbitrary VScript code can be run from the I/O system, using the RunScriptCode
input available in all entities. The code will run in the calling entities script scope.

RunScriptCode
.
Example Squirrel code:
// Sets the health of the entity owning the script scope to 500.
DoEntFire( "!self", "SetHealth", "500", 0, self, self )
Connecting Outputs
Using the CBaseEntity::ConnectOutput(string output, string function)
method, an entity Output can be connected to a function in the script scope of the entity.
For the duration of the function call, the variables activator
and caller
are set to the handles of the activating and calling entities, allowing for example for an easy way to find which player triggered something.
Example Squirrel code:
// Lights a prop on fire when it's used by the player.
function IgniteSelf()
{
DoEntFire( "!self", "Ignite", "", 0, self, self )
}
// Connects the OnPlayerUse output to the above function.
self.ConnectOutput( "OnPlayerUse", "IgniteSelf" )
Input Hooks
When an entity receives an input, the game code will attempt to call a script function of the format Input<Name of Input>()
in the receiving Entity Script. If the function returns false
, the input is prevented from firing.

As with connected output functions, the variables activator
and caller
are set to the handles of the activating and calling entities.
Example Squirrel code:
// The script of a door or button. Intercepts the Unlock input,
// and doesn't allow the door/button to unlock until 5 inputs have been received.
UnlockCounter <- 5 // Counter local to the entity script scope.
// Called when the Unlock input is received.
function InputUnlock()
{
UnlockCounter--
if( UnlockCounter <= 0 )
{
return true // Allows the unlock
}
return false // Discards the input
}
Glossary
- Entity handle
- An opaque entity reference passing a C++ EHANDLE. Can only be compared with other handles or passed to API functions expecting them. Only used rarely.
- Script handle
- An entity instance with accessors and mutators to the C++ entity object. Represented as a HSCRIPT typedef in C++ code.
- Script scope
- Execution context of a script. A table where the variables, functions and classes of a VScript are placed.
API Reference
List of Portal 2 Script Functions
List of CS:GO Script Functions
List of Contagion Script Functions