Alien Swarm: Reactive Drop/Scripting/Script Functions
Contents
- 1 Variables
- 2 Constants
- 3 Classes
- 3.1 CBaseEntity
- 3.2 CBaseAnimating
- 3.3 CBaseFlex
- 3.4 CBasePlayer
- 3.5 CASW_Player
- 3.6 CBaseCombatCharacter
- 3.7 CASW_Inhabitable_NPC
- 3.8 CBaseTrigger
- 3.9 CASW_Marine
- 3.10 CASW_Alien
- 3.11 CASW_Parasite
- 3.12 CASW_Buzzer
- 3.13 CASW_Colonist
- 3.14 CBaseCombatWeapon
- 3.15 CASW_Sentry_Base
- 3.16 CASW_Sentry_Top
- 3.17 CASW_Weapon_Sentry
- 3.18 CAI_DynamicLink
- 3.19 CAI_Link
- 3.20 CAI_Node
- 3.21 CEnvEntityMaker
- 3.22 CPointTemplate
- 3.23 CSceneEntity
- 3.24 CTriggerCamera
- 3.25 CASW_Grenade_Cluster
- 3.26 CDirector
- 3.27 CEntities
- 3.28 CNetPropManager
- 3.29 CScriptInfoNodes
- 3.30 CScriptEntityOutputs
- 3.31 CScriptTempEnts
- 3.32 Convars
- 3.33 CScriptResponseCriteria
- 3.34 CASW_Mission_Chooser_VScript
- 3.35 CASW_Deathmatch_VScript
- 3.36 CPlayerVoiceListener
- 3.37 CRD_HUD_VScript
- 3.38 CRD_VGui_VScript
- 3.39 CRD_VGui_VScript_Button
- 3.40 CRD_Computer_VScript
- 3.41 CScriptKeyValues
- 3.42 CCallChainer
- 3.43 CSimpleCallChainer
- 3.44 LateBinder
- 3.45 regexp
- 3.46 Vector
- 3.47 Hooks
- 4 Global functions
- 5 Useful Code
- 6 See also
This list contains the engine-related Squirrel classes, functions and variables available for VScript in Alien Swarm: Reactive Drop.
Variables
Instance | Type | Description |
---|---|---|
Convars
|
Convars
|
Provides an interface to read and change the values of console variables. |
Director
|
CDirector
|
Provides a limited interface to the Director. |
Entities
|
CEntities
|
Provides access to currently spawned entities. |
EntityOutputs
|
CScriptEntityOutputs
|
Allows reading entity output data. |
g_ModeScript
|
table | Script scope for mode specific vscripts. Only available in Challenges. |
InfoNodes
|
CScriptInfoNodes
|
Allows reading info_node data. |
MissionChooser
|
CASW_Mission_Chooser_VScript
|
Provides an interface for querying campaigns, missions, and challenges on the server. |
Deathmatch
|
CASW_Deathmatch_VScript
|
Allows challenge modes to modify deathmatch scores. |
NetProps
|
CNetPropManager
|
Allows reading and updating the network properties of an entity. |
ResponseCriteria
|
CScriptResponseCriteria
|
Allows reading the response criteria of an entity. |
TempEnts
|
CScriptTempEnts
|
Allows creating Temporary Entities on clients. |
Constants
Instance | Type | Description |
---|---|---|
_charsize_
|
integer | |
_floatsize_
|
integer | |
_intsize_
|
integer | |
_version_
|
string | The version of squirrel. |
_versionnumber_
|
integer | The version of squirrel as an integer. |
RAND_MAX
|
integer |
Classes
CBaseEntity
This is a script handle class for entities. All entities spawned have a script handle using this or one of its subclasses.
All script handles in-game are accessible from Entities. Entity Scripts can use self
to access their own script handle.
Methods
Function | Signature | Description |
---|---|---|
__KeyValueFromInt
|
bool __KeyValueFromInt(string key, int value)
|
Sets an entity Keyvalue from an integer. This simply changes the value without executing any code that may be needed for the entity to process the KeyValue, so there may be unintended side effects. |
__KeyValueFromFloat
|
bool __KeyValueFromFloat(string key, float value)
|
Sets an entity Keyvalue from a float. This simply changes the value without executing any code that may be needed for the entity to process the KeyValue, so there may be unintended side effects. |
__KeyValueFromString
|
bool __KeyValueFromString(string key, string value)
|
Sets an entity Keyvalue from a string. This simply changes the value without executing any code that may be needed for the entity to process the KeyValue, so there may be unintended side effects. |
__KeyValueFromVector
|
bool __KeyValueFromVector(string key, Vector value)
|
Sets an entity Keyvalue from a Vector. This simply changes the value without executing any code that may be needed for the entity to process the KeyValue, so there may be unintended side effects. |
Activate
|
void Activate()
|
Activates the spawned entity. |
ClearParent
|
void ClearParent()
|
Clears the entity's move parent. |
ConnectOutput
|
void ConnectOutput(string output, string function)
|
Adds an I/O connection that will call the named function when the specified output fires. |
DisconnectOutput
|
void DisconnectOutput(string output, string function)
|
Removes a connected script function from an I/O event. |
Destroy
|
void Destroy()
|
Deletes the entity. |
DispatchParticleEffect
|
void DispatchParticleEffect(string name)
|
Spawns a particle effect that follows the origin of this entity. |
DispatchParticleEffectLink
|
void DispatchParticleEffectLink(string name, handle otherEntity)
|
Spawns a particle effect that follows the origin of this entity and has another entity's origin as control point 1. |
DispatchParticleEffectCP1
|
void DispatchParticleEffectCP1(string name, Vector cp1)
|
Spawns a particle effect at the origin of this entity with a specific offset for control point 1. |
StopParticleEffect
|
void StopParticleEffect(string name)
|
Removes a particle effect from this entity by name. |
StopParticleEffects
|
void StopParticleEffects()
|
Removes all particle effects from this entity. |
EmitSound
|
void EmitSound(string soundScript)
|
Plays a sound from this entity. |
EmitSoundTable
|
void EmitSoundTable(string soundScript, table options)
|
Plays a sound from this entity. Options that can be specified: caption (true or false), channel (one of the CHAN_ constants such as CHAN_AUTO), delay (number), origin (Vector), pitch (one of the PITCH_ constants such as PITCH_NORM or a number from 1 to 255), recipient (a player or character entity handle), soundlevel (one of the SNDLVL_ constants such as SNDLVL_GUNFIRE or a number of decibels - affects distance the sound can be heard from, not volume), volume (number from 0 to 1) |
entindex
|
int entindex()
|
Returns the entity index. |
EyePosition
|
Vector EyePosition()
|
Get vector to the eye position - absolute coordinates. |
FirstMoveChild
|
handle FirstMoveChild()
|
[Todo] |
GetAngles
|
Vector GetAngles()
|
Get the entity pitch, yaw, roll as a Vector object. |
GetAngularVelocity
|
Vector GetAngularVelocity()
|
Get the local angular velocity - returns a Vector of pitch, yaw, roll. |
GetBoundingMaxs
|
Vector GetBoundingMaxs()
|
Returns the maximum extent of the entity bounding box as a local vector. |
GetBoundingMins
|
Vector GetBoundingMins()
|
Returns the maximum extent of the entity bounding box as a local vector. |
GetCenter
|
Vector GetCenter()
|
Returns a local vector of the bounding box center. |
GetClassname
|
string GetClassname()
|
Returns the entity class. This includes player .
|
GetContext
|
string GetContext()
|
Looks up a response context and returns it if available. May return string or null (if the context isn't found). |
GetForwardVector
|
Vector GetForwardVector()
|
Get the forward vector of the entity. |
GetHealth
|
int GetHealth()
|
Returns the current health. |
GetKeyValue
|
variable GetKeyValue(string key)
|
Returns the entity's Keyvalue. |
GetLeftVector
|
Vector GetLeftVector()
|
Get the left vector of the entity. |
GetLocalAngles
|
Vector GetLocalAngles()
|
Get entity pitch, yaw, roll relative to the parent as a vector. |
GetLocalOrigin
|
Vector GetLocalOrigin()
|
Returns the Entity position in the world relative to the parent as a vector. |
GetMaxHealth
|
int GetMaxHealth()
|
Returns the maximum health. |
GetModelKeyValues
|
Keyvalues GetModelKeyValues()
|
Returns the [$keyvalues] block of the entitys model as a #Keyvalues object. Note that this is not the keyvalues of the entity itself. |
GetModelName
|
string GetModelName()
|
Returns the file name of the entitys model. |
GetMoveParent
|
CBaseEntity GetMoveParent()
|
If in hierarchy, retrieves the entitys parent. |
GetName
|
string GetName()
|
Returns the targetname of the entity. |
GetOrigin
|
Vector GetOrigin()
|
Returns the Entity position in the world. |
GetOwner
|
handle GetOwner()
|
Gets this entity's owner. (seems to only be useful if you have used SetOwner() previously on this entity, could be wrong) |
GetPreTemplateName
|
string GetPreTemplateName()
|
Get the entity name stripped of template unique decoration. |
GetRootMoveParent
|
handle GetRootMoveParent()
|
If in hierarchy, walks up the hierarchy to find the root parent. |
GetScriptId
|
string GetScriptId()
|
Retrieve the unique identifier used to refer to the entity within the scripting system. |
GetScriptScope
|
handle GetScriptScope()
|
Retrieve the table storing the Entity Script data associated with this entity. |
GetSoundDuration
|
float GetSoundDuration(string soundName, string actorModelName = "")
|
Returns float duration of the sound. Takes soundname and optional actormodelname. |
GetTeam
|
int GetTeam()
|
Returns the team number of an entity. |
GetUpVector
|
Vector GetUpVector()
|
Get the up vector of the entity. |
GetVelocity
|
Vector GetVelocity()
|
Returns a local velocity Vector. |
IsAlien
|
bool IsAlien()
|
Whether the handle belongs to an alien class. |
IsValid
|
bool IsValid()
|
Whether the handle belongs to a valid entity. |
NextMovePeer
|
handle NextMovePeer()
|
|
PrecacheModel
|
int PrecacheModel(string modelPath)
|
Precache a model after the map has loaded and return index of the model. |
PrecacheSoundScript
|
void PrecacheSoundScript(string soundScript)
|
Precache a sound for later playing. |
SetAbsOrigin
|
void SetAbsOrigin(Vector position)
|
Same as SetOrigin(). |
SetAngles
|
void SetAngles(float pitch, float yaw, float roll)
|
Set entity pitch, yaw, roll. Note that it doesn't take a Vector object. |
SetAnglesVector
|
void SetAnglesVector(Vector angles)
|
Set entity pitch, yaw, roll from a vector. |
SetAngularVelocity
|
void SetAngularVelocity(float pitch, float yaw, float roll)
|
Set the local angular velocity - takes float pitch, yaw, roll velocities. |
SetCollisionGroup
|
void SetCollisionGroup(int collisionGroup)
|
Sets the entity's collision group. |
SetContext
|
void SetContext(string name, string value, float duration)
|
Stores any key/value pair in this entity's dialog contexts. Value must be a string. Will last for duration (set 0 to mean 'forever'). |
SetForwardVector
|
void SetForwardVector(Vector forwardVector)
|
Set the orientation of the entity to have this forward vector. |
SetHealth
|
void SetHealth(int newHealth)
|
Sets the current health. |
SetLocalAngles
|
void SetLocalAngles(float pitch, float yaw, float roll)
|
Set entity pitch, yaw, roll relative to the parent. Note that it doesn't take a Vector object. |
SetLocalOrigin
|
void SetLocalOrigin(Vector position)
|
Moves the entity to this global position vector relative to the parent. |
SetMaxHealth
|
void SetMaxHealth(int maxHealth)
|
Sets a new maximum health. |
SetModel
|
void SetModel(string modelName)
|
Changes the model of the entity. Does not Precache the model. Todo: Check for side effects
|
SetName
|
void SetName()
|
Sets the targetname of the entity. |
SetOrigin
|
void SetOrigin(Vector position)
|
Moves the entity to this global position vector. |
SetOwner
|
void SetOwner(handle owner)
|
Sets this entity's owner. |
SetParent
|
void SetParent(CBaseEntity entity)
|
Sets an entity as another entity's move parent. |
SetSize
|
void SetSize(Vector, Vector)
|
[Todo] |
SetTeam
|
void SetTeam(int teamNumber)
|
Instantly switches an entity's team. |
SetVelocity
|
void SetVelocity(Vector velocity)
|
Gives the entity a new local velocity. |
Spawn
|
void Spawn()
|
Spawns the entity into the game. |
StopSound
|
void StopSound(string soundName)
|
Stop sound from entity. |
TakeDamage
|
void TakeDamage(float damage, int damageType, CBaseEntity attacker)
|
Damages the entity. |
TakeDamageParams
|
void TakeDamageParams(handle inflictor, handle attacker, handle weapon, Vector vecDmgForce, Vector vecDmgPosition, float damage, int dmgType)
|
Damages the entity, with additional parameters. |
ValidateScriptScope
|
bool ValidateScriptScope()
|
Ensure that an entity's script scope has been created. |
Hooks
If one of these functions are declared in an Entity Script, the entity will run this function automatically in the appropriate situation.
Function | Signature | Description |
---|---|---|
InputInputName
|
bool InputInputName()
|
Called when the entity receives an input from the I/O system. The name of the function needs to be Input followed by the name of the input in CamelCase, for example InputFireUser1 for the FireUser1 input. When the function is called, the activating and calling entities Script Handles are written to the receiving entitys Script Scope in the activator and caller variables. The function needs to return a boolean value. Setting it to true allows the entity to process the input, while false cancels it.
|
OnPostSpawn
|
void OnPostSpawn()
|
Called immediately after the entity spawns. This could be used to have an entity register itself with a master script, or adjusting the entity parameters in a programmatic way. |
Precache
|
void Precache()
|
Called after the script executes. Can be used to call precache functions for models and sounds on map load. |
CBaseAnimating
Extends CBaseEntity
Script handle class for animating entities such as props.
Methods
Function | Signature | Description |
---|---|---|
DispatchParticleEffectAttachment
|
void DispatchParticleEffectAttachment(string name, string attachment)
|
Spawn a particle effect that follows an attachment point of this entity. |
DispatchParticleEffectAttachmentLink
|
void DispatchParticleEffectAttachmentLink(string name, string attachment, handle otherEntity)
|
Spawns a particle effect that follows an attachment point of this entity and has another entity's origin as control point 1. |
GetAttachmentAngles
|
Vector GetAttachmentAngles(int id)
|
Get the attachment ID's angles as a pitch, yaw, roll vector. |
GetAttachmentBone
|
int GetAttachmentBone(int id)
|
Gets the bone for an attachment. |
GetAttachmentOrigin
|
Vector GetAttachmentOrigin(int id)
|
Get the attachment ID's origin vector. |
GetBodygroup
|
int GetBodygroup(int group)
|
Get the bodygroup. |
GetBodygroupName
|
string GetBodygroupName(int group)
|
Get the name of the bodygroup. |
GetBodygroupPartName
|
string GetBodygroupPartName(int group, int part)
|
Get the part name of the bodygroup. |
GetBoneAngles
|
Vector GetBoneAngles(int bone_id)
|
Get the bone id's angles. |
GetBoneOrigin
|
Vector GetBoneOrigin(int bone_id)
|
Get the bone id's origin vector. |
GetModelScale
|
float GetModelScale()
|
Get scale of entity's model. |
GetSequence
|
int GetSequence()
|
Get the active sequence. |
GetSequenceActivityName
|
string GetSequenceActivityName(int sequence_id)
|
Get the activity name of the sequence. |
GetSequenceDuration
|
float GetSequenceDuration(int sequence_id)
|
Returns the duration in seconds of the passed sequence. |
GetSequenceName
|
string GetSequenceName(int sequence_id)
|
Returns the name of the sequence. |
IsSequenceFinished
|
bool IsSequenceFinished()
|
Ask whether the main sequence is done playing. |
LookupActivity
|
int LookupActivity(string activityName)
|
Get the named activity ID. |
LookupAttachment
|
int LookupAttachment(string attachmentName)
|
Get the named attachment ID. |
LookupBone
|
int LookupBone(string boneName)
|
Get the named bone ID. |
LookupSequence
|
int LookupSequence(string sequenceName)
|
Get the named sequence ID. |
ResetSequence
|
void ResetSequence(int sequence_id)
|
Sets the active sequence, resetting the current cycle. |
SetBodygroup
|
void SetBodygroup(int groupIndex, int value)
|
Sets the models bodygroup value by index. Todo: How do you find the index?
|
SetModelScale
|
void SetModelScale(float scale, float changeDuration)
|
Sets the model's scale with change duration. |
SetPoseParameter
|
float SetPoseParameter(string name, float value)
|
Set the specified pose parameter to the specified value. |
SetSequence
|
void SetSequence(int sequence_id)
|
Sets the active sequence, keeping the current cycle. |
StopAnimation
|
void StopAnimation()
|
Stop the current animation by setting playback rate to 0.0. |
CBaseFlex
Extends CBaseAnimating
Methods
Function | Signature | Description |
---|---|---|
GetCurrentScene
|
handle GetCurrentScene()
|
Returns the instance of the oldest active scene entity (if any). |
GetSceneByIndex
|
handle GetSceneByIndex(int index)
|
Returns the instance of the scene entity at the specified index. |
CBasePlayer
Extends CBaseAnimating
Methods
Function | Signature | Description |
---|---|---|
GetNetworkIDString
|
string GetNetworkIDString()
|
Get the player's network (i.e. Steam) ID. |
GetPlayerName
|
string GetPlayerName()
|
Get the players name. |
GetPlayerUserID
|
string GetPlayerUserID()
|
Get the players userID. |
IsNoclipping
|
bool IsNoclipping()
|
Returns true if the player is in noclip mode. |
CASW_Player
Extends CBasePlayer
Methods
Function | Signature | Description |
---|---|---|
FindPickerEntity
|
CBaseEntity FindPickerEntity()
|
Finds the nearest entity in front of the player. |
GetCrosshairTracePos
|
Vector GetCrosshairTracePos()
|
Returns the world location directly beneath the player's crosshair. |
GetMarine (Shared)
|
CASW_Marine GetMarine()
|
Returns the marine the player is commanding. |
GetNPC (Shared)
|
CBaseEntity GetNPC()
|
Returns entity the player is inhabiting. |
SetNPC
|
void SetNPC(handle entity)
|
Sets the player's inhabiting entity. |
GetSpectatingNPC (Shared)
|
CBaseEntity GetSpectatingNPC()
|
Returns entity the player is spectating. |
SetSpectatingNPC
|
void SetSpectatingNPC(handle entity)
|
Sets the player's spectating entity. |
GetViewNPC (Shared)
|
CBaseEntity GetViewNPC()
|
Returns entity the player is spectating, else will return inhabiting entity. |
ResurrectMarine
|
CASW_Marine ResurrectMarine(Vector position, bool bEffect)
|
Resurrect the marine. |
CBaseCombatCharacter
Extends CBaseAnimating
Methods
Function | Signature | Description |
---|---|---|
RemoveAllAmmo
|
void RemoveAllAmmo()
|
Removes all ammo for the character. |
CASW_Inhabitable_NPC
Extends CBaseCombatCharacter
Methods
Function | Signature | Description |
---|---|---|
IsInhabited
|
bool IsInhabited()
|
Removes true if this character is being controlled by a player. |
GetCommander
|
CASW_Player GetCommander()
|
Returns the player who "owns" this character, for example the player who is playing as a marine or who added a marine bot to the lobby. |
SetControls
|
void SetControls(int controls)
|
Sets this character to use a specific control scheme. -1 = use asw_controls convar, 0 = first person, 1 = top-down, 2 = third person |
SetFogController
|
void SetFogController(entity)
|
Force this character to use a specific env_fog_controller entity. |
SetPostProcessController
|
void SetPostProcessController(entity)
|
Force this character to use a specific postprocess_controller entity. |
SetColorCorrection
|
void SetColorCorrection(entity)
|
Force this character to use a specific color_correction entity. |
SetTonemapController
|
void SetTonemapController(entity)
|
Force this character to use a specific env_tonemap_controller entity. |
SetGlow
|
void SetGlow(Vector color, float alpha, bool glowWhenOccluded, bool glowWhenUnoccluded, bool fullBloom)
|
Make this character glow when occluded or when unoccluded. Does not affect cases where the character would glow due to built-in game logic. |
ClearOrders
|
void ClearOrders()
|
Clear the alien's orders. |
OrderMoveTo
|
void OrderMoveTo(entity orderObject, bool ignoreMarines)
|
Order the alien to chase an entity. |
ChaseNearestMarine
|
void ChaseNearestMarine()
|
Order the alien to chase the nearest marine. |
Extinguish
|
void Extinguish()
|
Put out a fire. |
Ignite
|
void Ignite(float duration)
|
Set a character on fire. |
Thaw
|
void Thaw(float amount)
|
Unfreeze this character. |
Freeze
|
void Freeze(float amount)
|
Freeze this character. |
ElectroStun
|
void ElectroStun(float duration)
|
Electrocute this character. |
Wake
|
void Wake()
|
Wake up this character's AI. |
SetSpawnZombineOnMarineKill
|
void SetSpawnZombineOnMarineKill(bool spawnZombine)
|
Sets this character to spawn a zombie marine if it kills a marine. |
SetHealthBarColor
|
void SetHealthBarColor(int r, int g, int b, int a)
|
Sets the health bar color. Cheaper than spawning an asw_health_bar. Set alpha to 0 to disable the health bar. |
SetHealthBarScale
|
void SetHealthBarScale(float scale)
|
Sets the health bar scale. Negative scales hide the health bar if the alien's health is full. |
SetHealthBarOffset
|
void SetHealthBarOffset(Vector offset)
|
Sets the health bar offset in local space. |
CBaseTrigger
Extends CBaseEntity
Entity class for triggers.
Methods
Function | Signature | Description |
---|---|---|
Disable
|
void Disable()
|
Disable the trigger |
Enable
|
void Enable()
|
Enable the trigger |
IsTouching
|
bool IsTouching(handle entity)
|
Checks whether the passed entity is touching the trigger. |
GetNumTouching
|
int GetNumTouching()
|
Returns the number of entities currently touching the trigger. |
GetTouching
|
handle GetTouching(int index)
|
Returns an entity currently touching the trigger. If index is not from 0 to GetNumTouching() - 1, returns null. |
CASW_Marine
Extends CASW_Inhabitable_NPC
Methods
Function | Signature | Description |
---|---|---|
AddSlowHeal
|
void AddSlowHeal(int health, float healratescale, handle healer, handle weapon)
|
Heals the marine. Medic and weapon can be null, those are used for stats. |
BecomeInfested
|
void BecomeInfested()
|
Infests the marine. |
CureInfestation
|
void CureInfestation()
|
Cures an infestation. |
DropWeapon
|
void DropWeapon(int slot)
|
Makes the marine drop a weapon. |
Extinguish
|
void Extinguish()
|
Extinguish a burning marine. |
GetCommander
|
CBasePlayer GetCommander()
|
Get the player that owns the marine. |
GetInventoryTable
|
void GetInventoryTable(table)
|
Fills the passed table with the marine's inventory. |
GetInvTable
|
table GetInvTable()
|
-DEPRECATED- Returns a table of the marine's inventory data. |
GetMarineName
|
string GetMarineName()
|
-DEPRECATED- Returns the translated marine name. This changes based on the host's game language. |
GetMarineProfile
|
int GetMarineProfile()
|
Returns an integer representing which marine profile is in use. Constants are available: ASW_MARINE_PROFILE_SARGE , ASW_MARINE_PROFILE_WILDCAT , ASW_MARINE_PROFILE_FAITH , etc.
|
GiveAmmo
|
void GiveAmmo(int amount, int ammoIndex)
|
Gives the marine ammo for the specified ammo index. |
GiveWeapon
|
void GiveWeapon(string weaponName, int slot)
|
Gives the marine a weapon. |
Ignite
|
void Ignite(float duration)
|
Ignites the marine into flames. |
IsInhabited
|
bool IsInhabited()
|
True if the marine is a player, false if the marine is a bot. |
Knockdown
|
void Knockdown(Vector velocity)
|
Knocks down the marine with desired velocity. |
RemoveWeapon
|
void RemoveWeapon(int slot)
|
Removes a weapon from the marine. |
SetKnockedOut
|
void SetKnockedOut(bool knockedOut)
|
Used to knock out and incapacitate a marine, or revive them. |
Speak
|
void Speak(string concept, float delay, string criteria)
|
Makes the marine speak a response rules concept. |
SwitchWeapon
|
bool SwitchWeapon(int slot)
|
Make the marine switch to a weapon. |
SetMarineRolls
|
void SetMarineRolls(bool bRolls)
|
Send true to make a marine roll when the player presses the roll button, send false to make a marine jump (Changing asw_marine_rolls ConVar overrides all marines' roll/jump behavior). |
SetSpawnZombineOnDeath
|
void SetSpawnZombineOnDeath(bool bSpawn)
|
Makes a zombine spawn when the marine dies. |
SetColorCorrection
|
void SetColorCorrection(handle entity)
|
Force this character to use a specific color_correction. |
SetFogController
|
void SetFogController(handle entity)
|
Force this character to use a specific env_fog_controller. |
SetPostProcessController
|
void SetPostProcessController(handle entity)
|
Force this character to use a specific postprocess_controller. |
SetTonemapController
|
void SetTonemapController(handle entity)
|
Force this character to use a specific env_tonemap_controller. |
Example of how a script writer might set up the handles, with a table g_fx_t (For SetColorCorrection, SetFogController, SetPostProcessController, SetTonemapController functions usage).
function OnMissionStart()
{
InitFXTable();
}
g_fx_t <- {};
function InitFXTable()
{
// color corrections
local cc_kvs_t =
{
// shouldnt be edited
maxfalloff = -1
spawnflags = 2
// can be edited
fadeOutDuration = 0.5
filename = "scripts/colorcorrection/cc_std_sepia.raw"
};
g_fx_t[ "cc_sepia" ] <- SpawnEntityFromTable( "color_correction", cc_kvs_t );
cc_kvs_t[ "filename" ] = "scripts/colorcorrection/infested_green.raw";
g_fx_t[ "cc_red" ] <- SpawnEntityFromTable( "color_correction", cc_kvs_t );
// fog controllers
local fog_kvs_t =
{
// shouldnt be edited
fogenable = 1
// can be edited
foglerptime = 0
fogstart = 500
fogend = 2000
fogcolor = "192 70 70"
fogmaxdensity = 0.4
};
g_fx_t[ "fog_red" ] <- SpawnEntityFromTable( "env_fog_controller", fog_kvs_t );
fog_kvs_t[ "fogcolor" ] = "50 255 50";
fog_kvs_t[ "fogstart" ] = 0;
g_fx_t[ "fog_green" ] <- SpawnEntityFromTable( "env_fog_controller", fog_kvs_t );
// postprocess controllers
local pp_kvs_t =
{
// can be edited
fadetime = 0.25
localcontrastedgestrength = 3
localcontraststrength = 3
fadetoblackstrength = 0
screenblurstrength = 0
depthblurstrength = 0
depthblurfocaldistance = 0
};
g_fx_t[ "pp_contrast_high" ] <- SpawnEntityFromTable( "postprocess_controller", pp_kvs_t );
pp_kvs_t[ "localcontrastedgestrength" ] = 0;
pp_kvs_t[ "localcontraststrength" ] = 0;
pp_kvs_t[ "fadetoblackstrength" ] = 0.5;
pp_kvs_t[ "screenblurstrength" ] = 0.55;
pp_kvs_t[ "depthblurstrength" ] = 0.2;
pp_kvs_t[ "depthblurfocaldistance" ] = 0.9;
g_fx_t[ "pp_blurry" ] <- SpawnEntityFromTable( "postprocess_controller", pp_kvs_t );
// tonemap controllers a little more tricky, have no keyvalues so we are playing with netprops
local hTNMP = Entities.CreateByClassname( "env_tonemap_controller" );
NetProps.SetPropBool( hTNMP, "m_bUseCustomAutoExposureMin", true );
NetProps.SetPropBool( hTNMP, "m_bUseCustomAutoExposureMax", true );
NetProps.SetPropBool( hTNMP, "m_bUseCustomManualTonemapRate", true );
NetProps.SetPropFloat( hTNMP, "m_flCustomManualTonemapRate", 0.0 );
NetProps.SetPropFloat( hTNMP, "m_flCustomAutoExposureMin", 0.0 );
NetProps.SetPropFloat( hTNMP, "m_flCustomAutoExposureMax", 0.0 );
g_fx_t[ "tnmp_dark" ] <- hTNMP;
}
Accessing the handles example:
function OnGameEvent_marine_infested( params )
{
local hMarine = EntIndexToHScript( params[ "entindex" ] );
hMarine.SetFogController( g_fx_t[ "fog_green" ] );
hMarine.SetPostProcessController( g_fx_t[ "pp_blurry" ] );
hMarine.SetTonemapController( g_fx_t[ "tnmp_dark" ] );
}
function OnGameEvent_marine_infested_cured( params )
{
local hMarine = EntIndexToHScript( params[ "entindex" ] );
hMarine.SetFogController( null );
hMarine.SetPostProcessController( null );
hMarine.SetTonemapController( null );
}
CASW_Alien
Extends CASW_Inhabitable_NPC
Methods
Function | Signature | Description |
---|---|---|
ChaseNearestMarine
|
void ChaseNearestMarine()
|
Order the alien to chase the nearest marine. |
ClearOrders
|
void ClearOrders()
|
Clear the alien's orders. |
ElectroStun
|
void ElectroStun(float duration)
|
Stuns the alien. |
Extinguish
|
void Extinguish()
|
Extinguish a burning alien. |
Freeze
|
void Freeze(float freezeTime)
|
Freezes the alien. |
Ignite
|
void Ignite(float duration)
|
Ignites the alien into flames. |
OrderMoveTo
|
bool OrderMoveTo(handle entity, bool ignoreMarines)
|
Order the alien to move to an entity handle, second parameter ignore marines. |
Wake
|
void Wake(bool bFireOutput)
|
Wake up the alien, with option to fire output. |
SetSpawnZombineOnMarineKill
|
void SetSpawnZombineOnMarineKill(bool bSpawn)
|
Makes a zombine spawn after killing a marine. |
CASW_Parasite
Extends CASW_Alien
Methods
Function | Signature | Description |
---|---|---|
JumpAttack
|
void JumpAttack()
|
Jump and attack something. |
CASW_Buzzer
Extends CASW_Inhabitable_NPC
Methods
Function | Signature | Description |
---|---|---|
ChaseNearestMarine
|
void ChaseNearestMarine()
|
Order the buzzer to chase the nearest marine. |
ClearOrders
|
void ClearOrders()
|
Clear the buzzer's orders. |
ElectroStun
|
void ElectroStun(float duration)
|
Stuns the buzzer. |
Extinguish
|
void Extinguish()
|
Extinguish a burning buzzer. |
Freeze
|
void Freeze(float freezeTime)
|
Freezes the buzzer. |
Ignite
|
void Ignite(float duration)
|
Ignites the buzzer into flames. |
OrderMoveTo
|
bool OrderMoveTo(handle entity, bool ignoreMarines)
|
Order the buzzer to move to an entity handle, second parameter ignore marines. |
Wake
|
void Wake(bool bFireOutput)
|
Wake up the buzzer, with option to fire output. |
CASW_Colonist
Extends CASW_Inhabitable_NPC
Methods
Function | Signature | Description |
---|---|---|
BecomeInfested
|
void BecomeInfested()
|
Infests the colonist. |
CureInfestation
|
void CureInfestation()
|
Cures an infestation. |
DropWeapon
|
void DropWeapon()
|
Makes the colonist drop a weapon. |
Extinguish
|
void Extinguish()
|
Extinguish a burning colonist. |
GiveWeapon
|
void GiveWeapon(string weaponName)
|
Gives the colonist a weapon. |
Ignite
|
void Ignite(float duration)
|
Ignites the colonist into flames. |
RemoveWeapon
|
void RemoveWeapon()
|
Removes a weapon from the colonist. |
CBaseCombatWeapon
Extends CBaseAnimating
Methods
Function | Signature | Description |
---|---|---|
Clip1
|
int Clip1()
|
Get the weapon's current primary clip. Note: also used to get the offhand item's count. |
Clip2
|
int Clip2()
|
Get the weapon's current secondary clip. |
GetClips
|
int GetClips()
|
Get the amount of clips for weapon. |
GetDefaultClip1
|
int GetDefaultClip1()
|
Get the weapon's default primary clip. Note: also used to get the offhand item's default count. |
GetDefaultClip2
|
int GetDefaultClip2()
|
Get the weapon's default secondary clip. |
GetMaxAmmo1
|
int GetMaxAmmo1()
|
Get max primary ammo for weapon. |
GetMaxAmmo2
|
int GetMaxAmmo2()
|
Get max secondary ammo for weapon. |
GetMaxClip1
|
int GetMaxClip1()
|
Get max primary clip for weapon. Note: also used to get the offhand item's max count. |
GetMaxClip2
|
int GetMaxClip2()
|
Get max secondary clip for weapon. |
GetMaxClips
|
int GetMaxClips()
|
Get max total clips for weapon. |
SetClip1
|
void SetClip1(int amount)
|
Set weapon's primary clip. Note: also used to set the offhand item's count. |
SetClip2
|
void SetClip2(int amount)
|
Set weapon's secondary clip. |
SetClips
|
void SetClips(int amount)
|
Set weapon's total clips. |
CASW_Sentry_Base
Extends CBaseAnimating
Methods
Function | Signature | Description |
---|---|---|
GetAmmo
|
int GetAmmo()
|
Get the sentry's current ammo. |
GetMaxAmmo
|
int GetMaxAmmo()
|
Get the sentry's max allowed ammo. |
GetSentryTop
|
CASW_Sentry_Top GetSentryTop()
|
Get a handle of the sentry's top. |
SetAmmo
|
void SetAmmo()
|
Set the sentry's current ammo. |
CASW_Sentry_Top
Extends CBaseAnimating
Methods
Function | Signature | Description |
---|---|---|
PreventFiringUntil
|
void PreventFiringUntil(float nextFireTime)
|
Prevents sentry from firing until the time set. |
CASW_Weapon_Sentry
Extends CASW_Weapon
Methods
Function | Signature | Description |
---|---|---|
GetSentryAmmo
|
int GetSentryAmmo()
|
Returns the amount of ammo for the contained sentry. |
SetSentryAmmo
|
void SetSentryAmmo(int nAmmo)
|
Changes the amount of ammo for the contained sentry. |
CAI_DynamicLink
Extends CBaseEntity
Methods
Function | Signature | Description |
---|---|---|
FindLink
|
CAI_Link FindLink()
|
Returns the node link or null if not found. |
GetDestNode
|
CAI_Node GetDestNode()
|
Returns the node on the other end of the link. |
GetSrcNode
|
CAI_Node GetSrcNode()
|
Returns the node that 'owns' this link. |
IsLinkValid
|
bool IsLinkValid()
|
Returns true if the dynamic link has a corresponding node link. |
TurnOff
|
void TurnOff()
|
Disables node link connections. |
TurnOn
|
void TurnOn()
|
Enables node link connections. |
CAI_Link
This is a script handle class for node links.
Methods
Function | Signature | Description |
---|---|---|
GetAcceptedMoveTypes
|
int GetAcceptedMoveTypes(int hullType)
|
Get the Capability_T of motions acceptable for passed hull type. |
GetDangerCount
|
int GetDangerCount()
|
Returns how many dangerous things are near this link. |
GetDestNodeID
|
int GetDestNodeID()
|
Get the ID of the node on the other end of the link. |
GetDynamicLink
|
CAI_DynamicLink GetDynamicLink()
|
Returns the info_node_link entity for this link or null if it doesn't exist. |
GetLinkInfo
|
int GetLinkInfo()
|
Get other information about this link. |
GetSrcNodeID
|
int GetSrcNodeID()
|
Get the ID of the node that 'owns' this link. |
GetTimeStaleExpires
|
float GetTimeStaleExpires()
|
Returns the amount of time until this link is available again. |
SetAcceptedMoveTypes
|
void SetAcceptedMoveTypes(int hullType, int moveType)
|
Set the Capability_T of motions acceptable for passed hull type. |
SetDangerCount
|
void SetDangerCount(int count)
|
Sets how many dangerous things are near this link. |
SetLinkInfo
|
void SetLinkInfo(int info)
|
Sets information about this link. |
SetTimeStaleExpires
|
void SetTimeStaleExpires(float duration)
|
Sets the amount of time until this link is available again. |
CAI_Node
This is a script handle class for nodes.
Methods
Function | Signature | Description |
---|---|---|
AddLink
|
void AddLink(CAI_Link link)
|
Adds a link to this node. |
ClearLinks
|
void ClearLinks()
|
Clears all links from node. |
DebugDrawNode
|
void DebugDrawNode(int r, int g, int b, float duration)
|
Draw node as a box of the given color for x seconds. |
GetId
|
int GetId()
|
Get node ID. |
GetInfo
|
int GetInfo()
|
Get node info. |
GetLink
|
CAI_Link GetLink(int nodeID)
|
Get link to dest node ID. |
GetLinkByIndex
|
CAI_Link GetLinkByIndex(int index)
|
Get link by index. |
GetOrigin
|
Vector GetOrigin()
|
Get node origin. |
GetPosition
|
Vector GetPosition(int hullType)
|
Get hull specific position for a node. |
GetType
|
int GetType()
|
Get node type. |
GetYaw
|
float GetYaw()
|
Get node Yaw. |
GetZone
|
int GetZone()
|
Get node zone. |
IsLocked
|
bool IsLocked()
|
Returns true if node is locked. |
Lock
|
void Lock(float duration)
|
Locks the node for x seconds. |
NumLinks
|
int NumLinks()
|
Number of links for node. |
RemoveLink
|
void RemoveLink(CAI_Link link)
|
Removes a link from this node. |
SetInfo
|
void SetInfo(int info)
|
Set node info. |
SetType
|
void SetType(int type)
|
Set node type. |
SetZone
|
void SetZone(int zone)
|
Set node zone. |
Unlock
|
void Unlock()
|
Unlocks the node. |
CEnvEntityMaker
Extends CBaseEntity
Script handle class for env_entity_maker.
Methods
Function | Signature | Description |
---|---|---|
SpawnEntity
|
void SpawnEntity()
|
Create an entity at the location of the maker |
SpawnEntityAtEntityOrigin
|
void SpawnEntityAtEntityOrigin(CBaseEntity entity)
|
Create an entity at the location of a specified entity instance. |
SpawnEntityAtLocation
|
void SpawnEntityAtLocation(Vector origin, Vector orientation)
|
Create an entity at a specified location and orientation, orientation is Euler angle in degrees (pitch, yaw, roll). |
SpawnEntityAtNamedEntityOrigin
|
void SpawnEntityAtNamedEntityOrigin(string targetName)
|
Create an entity at the location of a named entity. |
CPointTemplate
Extends CBaseEntity
Script handle class for point_template.
Hooks
table PreSpawnInstance(string entityClass, string entityName)
- If this is defined, it will be called right before the entity is created, and any KeyValues returned will be assigned to the entity.
function PreSpawnInstance( entityClass, entityName )
{
local keyvalues =
{
rendercolor = "0 255 0"
targetname = "mySpawnedEntity"
}
return keyvalues
}
void PostSpawn(table entities)
- Called after the entities are spawned. A table with the handles of the spawned entities indexed by name is passed to the function. Could use this to connect outputs or do whatever needs to be done after the entity was created.
function PostSpawn( entities )
{
foreach( name, handle in entities )
{
printl( name + ": " + handle )
}
}
CSceneEntity
Extends CBaseEntity
Methods
Function | Signature | Description |
---|---|---|
AddBroadcastTeamTarget
|
void AddBroadcastTeamTarget(int index)
|
Adds a team (by index) to the broadcast list. |
EstimateLength
|
float EstimateLength()
|
Returns length of this scene in seconds. |
FindNamedEntity
|
handle FindNamedEntity(string reference)
|
given an entity reference, such as !target, get actual entity from scene object. |
IsPaused
|
bool IsPaused()
|
If this scene is currently paused. |
IsPlayingBack
|
bool IsPlayingBack()
|
If this scene is currently playing. |
LoadSceneFromString
|
bool LoadSceneFromString(string sceneName, string scene)
|
Given a dummy scene name and a vcd string, load the scene. |
RemoveBroadcastTeamTarget
|
void RemoveBroadcastTeamTarget(int index)
|
Removes a team (by index) from the broadcast list. |
CTriggerCamera
Extends CBaseEntity
Methods
Function | Signature | Description |
---|---|---|
GetFov
|
int GetFov()
|
Get cameras current Field Of View setting as integer. |
SetFov
|
void SetFov(int fov, float rate)
|
Set cameras current FOV in integer degrees and FOV change rate as float. |
CASW_Grenade_Cluster
Extends CBaseCombatCharacter
Methods
Function | Signature | Description |
---|---|---|
Disable
|
void Disable()
|
Disable the grenade. |
Enable
|
void Enable()
|
Enable the grenade, different time setting like explosion time correctly adjusted after disable state. |
EnableWithReset
|
void EnableWithReset()
|
Enable the grenade, different time setting like explosion time reset like grenade is newly created. |
ReflectBack
|
void ReflectBack()
|
Reflect grenade preciselly to firer marine position if marine is alive, ReflectBackSimple used otherwise. |
ReflectBackSimple
|
void ReflectBackSimple()
|
Reflect grenade near to initial fire position. |
ReflectRandomly
|
void ReflectRandomly()
|
Reflect grenade to random porition. |
Hooks
void ScriptStartCameraShot(string shotType, handle sceneEntity, handle actor1, handle actor2, float duration)
- Called from SceneEntity in response to a CChoreoEvent::CAMERA sent from a VCD. [Todo]
CDirector
Game Instance: Director
Provides methods for reading information and forcing events in the AI Director.
Methods
Function | Signature | Description |
---|---|---|
FindHordePosition
|
Vector FindHordePosition(bool north)
|
Get a random position where a horde can spawn (returns null on fail). |
GetAlienCount
|
int GetAlienCount()
|
Returns number of aliens currently spawned. |
GetIntensity
|
float GetIntensity(CBaseEntity marine)
|
Get the intensity value for a marine. |
GetMaxIntensity
|
float GetMaxIntensity()
|
Get the maximum intensity value for all living marines. |
GetTimeToNextHorde
|
float GetTimeToNextHorde()
|
Get the current number of seconds until the director will try to spawn a horde. |
IsOfflineGame
|
bool IsOfflineGame()
|
Return true if game is in single player. |
IsSpawningHorde
|
int IsSpawningHorde()
|
Get the number of aliens remaining to spawn in the current horde. |
MissionComplete
|
void MissionComplete(bool completed)
|
Completes the mission if true. |
ResetIntensity
|
void ResetIntensity(CBaseEntity marine)
|
Reset the intensity value for a marine to zero. |
ResetIntensityForAllMarines
|
void ResetIntensityForAllMarines()
|
Reset the intensity value for all marines to zero. |
RestartMission
|
void RestartMission()
|
Restarts the mission. |
SetTimeToNextHorde
|
void SetTimeToNextHorde(float seconds)
|
Force the horde countdown timer to be set to this number of seconds. |
SpawnAlienAt
|
handle SpawnAlienAt(string alienClass, Vector position, Vector angles)
|
Spawn an alien by class name. |
SpawnAlienBatch
|
int SpawnAlienBatch(string alienClass, int aliens, Vector position, Vector angles)
|
Spawn a group of aliens by class name. |
SpawnAlienAuto
|
bool SpawnAlienAuto(string alienClass)
|
Spawn an alien automatically near the marines. |
SpawnHordeSoon
|
void SpawnHordeSoon()
|
Queue a horde to spawn soon (the same logic as when a hack starts). |
StartFinale
|
void StartFinale()
|
Spawn a horde every few seconds for the rest of the level. |
StartHoldout
|
void StartHoldout()
|
Starts spawning a horde every few seconds until stopped. |
StopHoldout
|
void StopHoldout()
|
Stops spawning hordes. |
ValidSpawnPoint
|
bool ValidSpawnPoint(Vector position, Vector mins, Vector maxs)
|
Return true if the position is a valid spawn point. |
GetMinNPCClassIndex
|
int GetMinNPCClassIndex()
|
Returns the minimum NPC class index. Class indexes that are negative cannot be used in spawners. -1 is reserved for "no class". |
GetMaxNPCClassIndex
|
int GetMaxNPCClassIndex()
|
Returns the maximum NPC class index. |
GetNPCClassName
|
string GetNPCClassName(int index)
|
Returns the NPC classname associated with a given index. |
GetNPCClassIndex
|
int GetNPCClassIndex(string classname)
|
Returns the NPC class index associated with a given classname, or -1 if there is none. |
GetNPCHordeSound
|
string GetNPCHordeSound(int index)
|
Returns the horde sound name for a given NPC class index. This can be used to roughly categorize enemies into factions. |
GetNPCHullType
|
int GetNPCHullType(int index)
|
Returns the hull type (for example, HULL_MEDIUMBIG) of an NPC class. |
GetNPCMins
|
Vector GetNPCMins(int index)
|
Returns the component-wise minimum coordinate on the given NPC class's hull. (For hull traces) |
GetNPCMaxs
|
Vector GetNPCMaxs(int index)
|
Returns the component-wise maximum coordinate on the given NPC class's hull. (For hull traces) |
CEntities
Game Instance: Entities
An interface to find and iterate over the script handles for the entities in play.
To iterate over a set of entities, pass null
to the previous argument in the appropriate method to start an iteration, or reference to a previously found entity to continue a search.
Methods
Function | Signature | Description |
---|---|---|
CreateByClassname
|
handle CreateByClassname(string class)
|
Creates an entity by class name. |
FindByClassname
|
handle FindByClassname(handle previous, string class)
|
Find entities by class name. |
FindByClassnameNearest
|
handle FindByClassnameNearest(string class, Vector origin, float radius)
|
Find the entity with the given class name nearest to the specified point. |
FindByClassnameWithin
|
handle FindByClassnameWithin(handle previous, string class, Vector origin, float radius)
|
Find entities by class name within a radius. |
FindByModel
|
handle FindByModel(handle previous, string filename)
|
Find entities by model name. |
FindByName
|
handle FindByName(handle previous, string name)
|
Find entities by name. |
FindByNameNearest
|
handle FindByNameNearest(string name, Vector origin, float radius)
|
Find entities by name nearest to a point. |
FindByNameWithin
|
handle FindByNameWithin(handle previous, string name, Vector origin, float radius)
|
Find entities by name within a radius. |
FindByTarget
|
handle FindByTarget(handle previous, string targetname)
|
Find entities by its target. |
FindInSphere
|
handle FindInSphere(handle previous, Vector origin, float radius)
|
Find entities within a radius. |
First
|
handle First()
|
Begin an iteration over the list of entities. |
Next
|
handle Next(handle previous)
|
Continue an iteration over the list of entities, providing reference to a previously found entity. |
IsValid
|
bool IsValid()
|
Whether the handle belongs to a valid entity. |
CNetPropManager
Game Instance: NetProps
Allows reading and updating the network properties of an entity.
If the entity has multiple netprops with the same name, the data table name can be prepended with a dot to specify which one to use (e.g. "m_Collision.m_nSolidType").
Methods
Function | Signature | Description |
---|---|---|
GetPropArraySize
|
int GetPropArraySize(CBaseEntity entity, string propertyName)
|
Returns the size of an netprop array, or -1. |
GetPropBool
|
bool GetPropBool(CBaseEntity entity, string propertyName)
|
Reads a boolean valued netprop. |
GetPropBoolArray
|
bool GetPropBoolArray(CBaseEntity entity, string propertyName, int arrayElement)
|
Reads a boolean valued netprop from an array. |
GetPropEntity
|
CBaseEntity GetPropEntity(CBaseEntity entity, string propertyName)
|
Reads an EHANDLE valued netprop (21 bit integer). Returns the script handle of the entity. |
GetPropEntityArray
|
CBaseEntity GetPropEntityArray(CBaseEntity entity, string propertyName, int arrayElement)
|
Reads an EHANDLE valued netprop (21 bit integer) from an array. Returns the script handle of the entity. |
GetPropFloat
|
float GetPropFloat(CBaseEntity entity, string propertyName)
|
Reads a float valued netprop. |
GetPropFloatArray
|
float GetPropFloatArray(CBaseEntity entity, string propertyName, int arrayElement)
|
Reads a float valued netprop from an array. |
GetPropInfo
|
void GetPropInfo(CBaseEntity entity, string propertyName, int arrayElement, table)
|
Fills in a passed table with property info for the provided entity. |
GetPropInt
|
int GetPropInt(CBaseEntity entity, string propertyName)
|
Reads an integer valued netprop. |
GetPropIntArray
|
int GetPropIntArray(CBaseEntity entity, string propertyName, int arrayElement)
|
Reads an integer valued netprop from an array. |
GetPropString
|
string GetPropString(CBaseEntity entity, string propertyName)
|
Reads an string valued netprop. |
GetPropStringArray
|
string GetPropStringArray(CBaseEntity entity, string propertyName, int arrayElement)
|
Reads an string valued netprop from an array. |
GetPropType
|
string GetPropType(CBaseEntity entity, string propertyName)
|
Returns the name of the netprop type as a string. |
GetPropVector
|
Vector GetPropVector(CBaseEntity entity, string propertyName)
|
Reads a 3D vector valued netprop. Todo: Does it work for other dimensions too?
|
GetPropVectorArray
|
Vector GetPropVectorArray(CBaseEntity entity, string propertyName, int arrayElement)
|
Reads a 3D vector valued netprop from an array. |
GetTable
|
void GetTable(CBaseEntity entity, int propType, table)
|
Fills in a passed table with all props of a specified type for the provided entity (set propType to 0 for SendTable or 1 for DataMap). |
HasProp
|
bool HasProp(CBaseEntity entity, string propertyName)
|
Checks if a netprop exists. |
SetPropBool
|
void SetPropBool(CBaseEntity entity, string propertyName, bool value)
|
Sets a netprop to the specified boolean. |
SetPropBoolArray
|
void SetPropBoolArray(CBaseEntity entity, string propertyName, bool value, int arrayElement)
|
Sets a netprop from an array to the specified boolean. |
SetPropEntity
|
void SetPropEntity(CBaseEntity entity, string propertyName, CBaseEntity value)
|
Sets an EHANDLE valued netprop (21 bit integer) to reference the specified entity. |
SetPropEntityArray
|
void SetPropEntityArray(CBaseEntity entity, string propertyName, CBaseEntity value, int arrayElement)
|
Sets an EHANDLE valued netprop (21 bit integer) from an array to reference the specified entity. |
SetPropFloat
|
void SetPropFloat(CBaseEntity entity, string propertyName, float value)
|
Sets a netprop to the specified float. |
SetPropFloatArray
|
void SetPropFloatArray(CBaseEntity entity, string propertyName, float value, int arrayElement)
|
Sets a netprop from an array to the specified float. |
SetPropInt
|
void SetPropInt(CBaseEntity entity, string propertyName, int value)
|
Sets a netprop to the specified integer. |
SetPropIntArray
|
void SetPropInt(CBaseEntity entity, string propertyName, int value, int arrayElement)
|
Sets a netprop from an array to the specified integer. |
SetPropString
|
void SetPropString(CBaseEntity entity, string propertyName, string value)
|
Sets a netprop to the specified string. |
SetPropStringArray
|
void SetPropStringArray(CBaseEntity entity, string propertyName, string value, int arrayElement)
|
Sets a netprop from an array to the specified string. |
SetPropVector
|
void SetPropVector(CBaseEntity entity, string propertyName, Vector value)
|
Sets a netprop to the specified vector. |
SetPropVectorArray
|
void SetPropVectorArray(CBaseEntity entity, string propertyName, Vector value, int arrayElement)
|
Sets a netprop from an array to the specified vector. |
CScriptInfoNodes
Game Instance: InfoNodes
Allows reading info_node data.
Methods
Function | Signature | Description |
---|---|---|
CreateLink
|
CAI_Link CreateLink(int srcID, int destID)
|
Creates a new link from srcID to destID and returns the link. |
GetAllNearestNodes
|
int GetAllNearestNodes(CBaseEntity npc, Vector position, int maxNodes, table)
|
Fills a passed in table of x nearest nodes to origin with optional npc parameter, and returns number of nodes found. |
GetAllNodes
|
void GetAllNodes(table)
|
Fills a passed in table of all nodes. |
GetNearestNodeToPoint
|
CAI_Node GetNearestNodeToPoint(CBaseEntity npc, Vector position)
|
Returns the node nearest to origin with optional npc parameter. |
GetNumNodes
|
int GetNumNodes()
|
Returns the amount of info_nodes in the network array. |
GetNodeOrigin
|
Vector GetNodeOrigin(int nodeID)
|
Returns the origin of the node. |
GetNodePosition
|
Vector GetNodePosition(int nodeID, int hull)
|
Returns the hull specific origin of the node. |
GetNodeType
|
int GetNodeType(int nodeID)
|
Returns the type of node. |
Example of spawning stuff at random info_node origins.
for( local i = 0; i < 5; i++ )
{
local node_id = RandomInt( 0, InfoNodes.GetNumNodes() - 1 );
local node_type = InfoNodes.GetNodeType( node_id );
if ( node_type != NODE_GROUND )
continue;
local ammo = Entities.CreateByClassname( "asw_ammo_drop" );
ammo.SetOrigin( InfoNodes.GetNodeOrigin( node_id ) );
ammo.SetName( "info_node_ammospawn_" + i );
ammo.Spawn();
//Director.SpawnAlienAt( "asw_shieldbug", InfoNodes.GetNodePosition( node_id, HULL_WIDE_SHORT ), Vector( 0, 0, 0 ) );
}
CScriptEntityOutputs
Game Instance: EntityOutputs
Allows reading entity output data.
Methods
Function | Signature | Description |
---|---|---|
AddOutput
|
void AddOutput(handle entity, string outputName, string targetName, string inputName, string parameter, float delay, int timesToFire)
|
Adds a new output to the entity. |
GetNumElements
|
int GetNumElements(handle entity, string outputName)
|
Returns the number of array elements. |
GetOutputTable
|
void GetOutputTable(handle entity, string outputName, table, int arrayElement)
|
Returns a table of output information. |
GetValue
|
variable GetValue(handle entity, string outputName)
|
Returns the value of the output if it has one. (can be used to read math_counter OutValue) |
HasAction
|
bool HasAction(handle entity, string outputName)
|
Returns true if an action exists for the output. |
HasOutput
|
bool HasOutput(handle entity, string outputName)
|
Returns true if the output exists. |
RemoveOutput
|
void RemoveOutput(handle entity, string outputName, string targetName, string inputName, string parameter)
|
Removes an output from the entity. |
Example of looping through entity outputs.
ent <- null;
while( ent = Entities.FindByClassname(ent, "trigger_once") )
{
if ( EntityOutputs.HasAction( ent, "OnTrigger" ) )
{
local numElements = EntityOutputs.GetNumElements( ent, "OnTrigger" );
for ( local i = 0; i < numElements; i++ )
{
local tbl = {};
EntityOutputs.GetOutputTable( ent, "OnTrigger", tbl, i );
DeepPrintTable( tbl );
}
}
}
CScriptTempEnts
Game Instance: TempEnts
Allows creating Temporary Entities on clients.
Methods
Function | Signature | Description |
---|---|---|
Create
|
void Create(handle player, string name, float delay, table)
|
Queue a temp entity for transmission on a client from a passed table of SendProp data. Passing null for a player will playback Temp Entity on all clients. |
GetNames
|
void GetNames(string name, table)
|
Fills in a passed table with the names of all temp entities |
GetPropTypes
|
void GetPropTypes(table)
|
Fills in a passed table with all SendProps and their types for the temp entity. |
Convars
Game Instance: Convars
Provides an interface for getting and setting convars on the server.
Methods
Function | Signature | Description |
---|---|---|
ExecuteConCommand
|
void ExecuteConCommand(string cmd)
|
Executes the convar command. |
GetClientConvarValue
|
string GetClientConvarValue(int entindex, string name)
|
Returns the convar value for the entindex as a string. Only works with client convars with the FCVAR_USERINFO flag. |
GetStr
|
string GetStr(string name)
|
Returns the convar as a string. May return null if no such convar. |
GetFloat
|
float GetFloat(string name)
|
Returns the convar as a float. May return null if no such convar. |
SetValue
|
void SetValue(string name, value)
|
Sets the value of the convar to a numeric value. |
SetValueString
|
void SetValueString(string name, string value)
|
Sets the value of the convar to a string. |
CScriptResponseCriteria
Game Instance: ResponseCriteria
Allows reading the response rules of an entity.
Methods
Function | Signature | Description |
---|---|---|
GetTable
|
void GetTable(CBaseEntity entity, table)
|
Returns a table of all criteria. |
GetValue
|
string GetValue(CBaseEntity entity, string criteriaName)
|
Returns a string. |
HasCriterion
|
bool HasCriterion(CBaseEntity entity, string criteriaName)
|
Returns true if the criterion exists. |
CASW_Mission_Chooser_VScript
Game Instance: MissionChooser
Provides an interface for querying campaigns, missions, and challenges on the server.
Methods
Function | Signature | Description |
---|---|---|
CountCampaigns
|
int CountCampaigns()
|
Returns the number of installed campaigns. |
CountChallenges
|
int CountChallenges()
|
Returns the number of installed challenges. |
CountMissions
|
int CountMissions()
|
Returns the number of installed missions. |
GetCampaign
|
table GetCampaign(int index)
|
Creates a table containing campaign data for a campaign by index. |
GetCampaignByName
|
table GetCampaignByName(string name)
|
Creates a table containing campaign data for a campaign by name. |
GetChallenge
|
table GetChallenge(int index)
|
Creates a table containing challenge data for a challenge by index. |
GetChallengeByName
|
table GetChallengeByName(string name)
|
Creates a table containing challenge data for a challenge by name. |
GetCurrentCampaign
|
table GetCurrentCampaign()
|
Creates a table containing campaign data for the current campaign. |
GetCurrentChallenge
|
table GetCurrentChallenge()
|
Creates a table containing challenge data for the current challenge. |
GetCurrentMission
|
table GetCurrentMission()
|
Creates a table containing mission overview data for the current mission. |
GetMission
|
table GetMission(int index)
|
Creates a table containing mission overview data for a mission by index. |
GetMissionByName
|
table GetMissionByName(string name)
|
Creates a table containing mission overview data for a mission by name. |
CASW_Deathmatch_VScript
Game Instance: Deathmatch
Allows challenge modes to modify deathmatch scores.
Methods
Function | Signature | Description |
---|---|---|
ResetScores
|
void ResetScores()
|
Clears all scores. |
GetKills
|
int GetKills(handle marineOrResource)
|
Returns a marine's kill count. |
SetKills
|
void SetKills(handle marineOrResource, int kills)
|
Overrides a marine's kill count. |
GetDeaths
|
int GetKills(handle marineOrResource)
|
Returns a marine's death count. |
SetDeaths
|
void SetDeaths(handle marineOrResource, int deaths)
|
Overrides a marine's death count. |
GetTeamScore
|
int GetKills(int teamNumber)
|
Returns a team's score. Team numbers are TEAM_ALPHA (2) for the yellow team and TEAM_BETA (3) for the blue team. |
SetTeamScore
|
void SetTeamScore(int teamNumber, int score)
|
Overrides a team's score. Team numbers are TEAM_ALPHA (2) for the yellow team and TEAM_BETA (3) for the blue team. |
CheckFragLimit
|
bool CheckFragLimit(handle marineOrResource)
|
Checks if a player or their team should win the match. Call this after modifying a team's score or a marine's kill count. |
ResetKillingSpree
|
void ResetKillingSpree(handle marineOrResource)
|
Reset a marine's killing spree counter. |
IncreaseKillingSpree
|
void IncreaseKillingSpree(handle marineOrResource)
|
Record a kill for a marine's killing spree counter. |
GetKillingSpree
|
int GetKillingSpree(handle marineOrResource)
|
Get a marine's current killing spree counter. This is always 0 if rd_quake_sounds is 0. |
CPlayerVoiceListener
Methods
Function | Signature | Description |
---|---|---|
GetPlayerSpeechDuration
|
float GetPlayerSpeechDuration(int playerIndex)
|
Returns the number of seconds the player has been continuously speaking. |
IsPlayerSpeaking
|
bool IsPlayerSpeaking(int playerIndex)
|
Returns whether the player specified is speaking. |
IsValid
|
bool IsValid()
|
Whether the handle belongs to a valid entity. |
CRD_HUD_VScript
Classname of the entity: rd_hud_vscript.
Methods
Function | Signature | Description |
---|---|---|
LookupTexture (Client)
|
int LookupTexture(string filename)
|
Loads a vmt file for use in Paint. Should not be called while the Paint function is running. Instead, store the texture number and reuse it. |
LookupFont (Client)
|
int LookupFont(string name)
|
Gets the ID of a font defined in SwarmSchemeNew.res. Examples of font names include Default, DefaultExtraLarge, DefaultVerySmall, DefaultBlur. Should not be called while the Paint function is running. Instead, store the font ID and reuse it. |
GetFontTall (Client)
|
int GetFontTall(int font)
|
Returns the height in pixels of a font. Fast and safe to call from anywhere. |
GetTextWide (Client)
|
int GetTextWide(int font, string text)
|
Returns the width in pixels of a string in a given font. Fast and safe to call from anywhere. |
PaintText (Client)
|
void PaintText(int x, int y, int r, int g, int b, int a, int font, string text)
|
Draws a string to the screen in a given color and font, with the top-left corner x pixels from the left edge of the screen and y pixels from the top of the screen. Can only be called during Paint. |
PaintRectangle (Client)
|
void PaintRectangle(int x0, int y0, int x1, int y1, int r, int g, int b, int a)
|
Draws a solid-color rectangle to the screen. Can only be called during Paint. |
PaintRectangleFade (Client)
|
void PaintRectangleFade(int x0, int y0, int x1, int y1, int r, int g, int b, int a0, int a1, int fadeStart, int fadeEnd, bool horizontal)
|
Draws a solid-color rectangle with a gradient alpha channel. Can only be called during paint. |
PaintTexturedRectangle (Client)
|
void PaintTexturedRectangle(int x0, int y0, int x1, int y1, int r, int g, int b, int a, int texture)
|
Draws a textured rectangle to the screen, multiplied by a color. Can only be called during paint. |
PaintTexturedRectangleAdvanced (Client)
|
void PaintTexturedRectangleAdvanced({int x0, int y0, int x1, int y1, int r, int g, int b, int a0, int a1, int a2, int a3, float s0, float t0, float s1, float t1, float angle, int texture})
|
Takes a table and draws a rectangle to the screen. You can leave out fields from the table if you don't need them. Can only be called during paint. |
PaintPolygon (Client)
|
void PaintPolygon([{float x, float y, float s, float t}, ...], int r, int g, int b, int a, int texture)
|
Draws an arbitrary convex polygon made up of at least three vertices defined by x,y (position) and s,t (texture) coordinates. |
GetEntity (Shared)
|
handle GetEntity(int index)
|
Returns an entity stored in the data. Index must be 0. |
GetInt (Shared)
|
int GetInt(int index)
|
Returns an integer stored in the data. Index can be from 0 to 63. |
GetFloat (Shared)
|
float GetFloat(int index)
|
Returns a float stored in the data. Index can be from 0 to 31. |
GetString (Shared)
|
string GetString(int index)
|
Returns a string stored in the data. Index must be 0. |
SetEntity (Server)
|
void SetEntity(int index, handle entity)
|
Stores an entity handle in the data. Index must be 0. |
SetInt (Server)
|
void SetInt(int index, int value)
|
Stores an integer in the data. Index can be from 0 to 63. |
SetFloat (Server)
|
void SetFloat(int index, float value)
|
Stores a float in the data. Index can be from 0 to 31. |
SetString (Server)
|
void SetString(int index, string text)
|
Stores a string of up to 255 bytes in the data. Index must be 0. |
Set up the entity:
local hHud = Entities.CreateByClassname( "rd_hud_vscript" );
hHud.__KeyValueFromString( "client_vscript", "your_nut_file.nut" );
hHud.Spawn();
hHud.Activate();
The client script should define two functions: OnUpdate and Paint.
OnUpdate is called on every client whenever the server changes the entity data, including immediately after the entity spawns on the client.
Paint is called on every client on every frame while the HUD is being drawn.
This entity can hold up to 64 integers, 32 floats, 1 string and 1 entity of data.
An example below on how to display marine's kill count when they kill an alien, for 2 seconds.
Your challenge's .nut file:
function OnGameplayStart()
{
local hMarine = null;
while ( hMarine = Entities.FindByClassname( hMarine, "asw_marine" ) )
{
local hHud = Entities.CreateByClassname( "rd_hud_vscript" );
hHud.__KeyValueFromString( "client_vscript", "your_nut_file.nut" );
hHud.Spawn();
hHud.Activate();
hHud.SetEntity( 0, hMarine );
hHud.SetName( hMarine.GetName() + "_hud" );
hMarine.ValidateScriptScope();
hMarine.GetScriptScope().nKillCount <- 0;
}
}
function OnGameEvent_alien_died( params )
{
if ( !( "marine" in params ) )
return;
local hMarine = EntIndexToHScript( params["marine"] );
if ( !hMarine || !hMarine.IsValid() )
return;
hMarine.GetScriptScope().nKillCount += 1;
local hHud = Entities.FindByName( null, hMarine.GetName() + "_hud" );
hHud.SetInt( 0, hMarine.GetScriptScope().nKillCount );
hHud.SetFloat( 0, Time() );
}
Client script file for hud, in this case your_nut_file.nut:
/*
float 0 - time when last kill was performed
int 0 - kill count
entity 0 - marine
*/
FONT_DEFAULTLARGE <- self.LookupFont( "DefaultLarge" );
function Paint()
{
// if we are not playing or not spectating this marine, dont show his kill count
if ( self.GetEntity(0) != GetLocalPlayer().GetViewNPC() )
return;
// if more than 2 seconds have passed since last kill, dont show the kill count
if ( Time() - self.GetFloat(0) > 2.0 )
return;
self.PaintText( ScreenPosX( 0.5 ), ScreenPosY( 0.2 ), 200, 200, 200, 200, FONT_DEFAULTLARGE, self.GetInt(0).tostring() );
}
// pass in a value from 0.0 to 1.0, 0.0 means the left side of the screen, 1.0 means the right, 0.5 in the middle
function ScreenPosX( fFraction )
{
return ScreenWidth() * fFraction;
}
// pass in a value from 0.0 to 1.0, 0.0 means the up side of the screen, 1.0 means the down, 0.5 in the middle
function ScreenPosY( fFraction )
{
return ScreenHeight() * fFraction;
}
Some fonts (use LookupFont to get their IDs as they can change with game updates or Workshop mods):
- DefaultVerySmall
- DefaultVerySmallBlur
- DefaultSmall
- DefaultSmallBlur
- DefaultSmallOutline
- Default
- DefaultBlur
- DefaultShadowed
- DefaultUnderline
- DefaultMedium
- DefaultMediumBlur
- DefaultLarge
- DefaultLargeBlur
- DefaultBold
- DefaultBoldBlur
- DefaultExtraLarge
- DefaultExtraLargeBlur
- Countdown
- CountdownBlur
CRD_VGui_VScript
Classname of the entity: rd_vgui_vscript. Supports all methods that rd_hud_vscript does, plus:
Methods
Function | Signature | Description |
---|---|---|
SendInput (Client)
|
void SendInput(int value)
|
Sends an input to the server. Inputs can be integers between ±16,777,215; larger values may result in floating point precision loss. Inputs will arrive on the server in order. Can only be called during the Control function. |
CreateButton (Client)
|
CRD_VGui_VScript_Button CreateButton()
|
Creates a button that can be targeted by both mice and controllers. Do not create new buttons every frame; buttons exist for the lifetime of the rd_vgui_vscript entity. Instead, move or enable/disable buttons as needed. |
GetInteracter (Shared)
|
CASW_Inhabitable_NPC GetInteracter()
|
Returns the character (usually marine) that is allowed to interact with this screen. |
SetInteracter (Server)
|
void SetInteracter(CASW_Inhabitable_NPC interacter)
|
Sets which character (usually marine) is allowed to interact with this screen. |
In addition to the callback functions for rd_hud_vscript, rd_vgui_vscript has the following callback functions:
Control(table) (Client)
The table contains:
- bool mouse (is the player using the mouse to aim? otherwise controller)
- bool keyboard (is the player using the keyboard to act/move? otherwise controller)
- int button (the button code that was pressed)
- bool mouse_left, mouse_right, key_left, key_right, key_up, key_down, key_space, key_enter, controller_left, controller_right, controller_up, controller_down, controller_a, controller_b (whether each button is held)
- int mouse_x, mouse_y (mouse position on screen)
- float move_x, move_y, look_x, look_y (controller stick positions)
- CRD_VGui_VScript_Button focus (currently focused button on controller)
Input(integer) (Shared)
Called on both the client and the server when the client calls self.SendInput. The client can call SetInt, SetFloat, SetString, and SetEntity during this callback. Should only change data stored in the slots of the rd_vgui_vscript entity on the client as this function will be called repeatedly and only those values will be rolled back for prediction. When called on the client, it is followed by a call to the Update callback.
CRD_VGui_VScript_Button
Methods
Function | Signature | Description |
---|---|---|
GetX
|
int GetX()
|
Returns the x coordinate of the left edge of the button, previously set by SetX, SetPos, or SetBounds. |
GetY
|
int GetY()
|
Returns the y coordinate of the top edge of the button, previously set by SetY, SetPos, or SetBounds. |
GetWide
|
int GetWide()
|
Returns the width of the button, previously set by SetWide, SetSize, or SetBounds. |
GetTall
|
int GetTall()
|
Returns the height of the button, previously set by SetTall, SetSize, or SetBounds. |
SetX
|
void SetX(int x)
|
Moves the button. |
SetY
|
void SetY(int y)
|
Moves the button. |
SetWide
|
void SetWide(int wide)
|
Resizes the button. |
SetTall
|
void SetTall(int tall)
|
Resizes the button. |
SetPos
|
void SetPos(int x, int y)
|
Shortcut for calling SetX and SetY. |
SetSize
|
void SetSize(int wide, int tall)
|
Shortcut for calling SetWide and SetTall. |
SetBounds
|
void SetBounds(int x, int y, int wide, int tall)
|
Shortcut for calling SetPos and SetSize. |
SetEnabled
|
void SetEnabled(bool enabled)
|
Enables or disables the button. Disabled buttons cannot be focused by the controller and do not run callbacks. |
SetOnClicked
|
void SetOnClicked(function() callback)
|
Sets a function to be called when the button is clicked with the mouse or activated with the controller. This callback counts as part of the Control function, meaning you can call self.SendInput during the callback. |
SetOnCursorMoved
|
void SetOnCursorMoved(function(int x, int y) callback)
|
Sets a function to be called when the mouse is moved over the button. This callback counts as part of the Control function, meaning you can call self.SendInput during the callback. |
SetOnCursorEntered
|
void SetOnCursorEntered(function() callback)
|
Sets a function to be called when the mouse is moved onto the button. This callback counts as part of the Control function, meaning you can call self.SendInput during the callback. |
SetOnCursorExited
|
void SetOnCursorExited(function() callback)
|
Sets a function to be called when the mouse is moved off of the button. This callback counts as part of the Control function, meaning you can call self.SendInput during the callback. |
SetOnMousePressed
|
void SetOnMousePressed(function(bool right) callback)
|
Sets a function to be called when a mouse button is pressed over the button. This callback counts as part of the Control function, meaning you can call self.SendInput during the callback. |
SetOnMouseReleased
|
void SetOnMouseReleased(function(bool right) callback)
|
Sets a function to be called when a mouse button is released over the button. This callback counts as part of the Control function, meaning you can call self.SendInput during the callback. |
CRD_Computer_VScript
Classname of the entity: rd_computer_vscript. Supports all methods that rd_vgui_vscript does, plus:
Methods
Function | Signature | Description |
---|---|---|
HackCompleted (Server)
|
void HackCompleted()
|
Call this function to complete the hack. No effect if this entity is not being used as the hack. |
SetFastHackEndTime (Server)
|
void SetFastHackEndTime(float time)
|
Sets the deadline for the fast hack. In order for the fast hack to award stat progress and play the failed sound, the computer area must be set to have at least 6 tumblers. The hack must have been initialized, so the earliest this can be called is in the first call to OnOpened. |
GetFastHackEndTime (Shared)
|
float GetFastHackEndTime()
|
Returns the deadline for the fast hack. The current time can be determined by calling Time(). |
GetHackStartTime (Shared)
|
float GetHackStartTime()
|
Returns the value of Time() when the hack started. |
Back (Shared)
|
void Back()
|
Closes the screen, returning to the menu or exiting the computer. |
SetHackProgress (Shared)
|
void SetHackProgress(float progress)
|
Sets the hack progress between 0 (just started) and 1 (ready to call HackCompleted). Can only be called during the Input callback. |
In addition to the callback functions for rd_vgui_vscript, rd_computer_vscript has OnOpened and OnClosed callback functions on both the client and the server. The screen resolution is YRes(416) by YRes(312) rather than the usual XRes(640) by YRes(480).
CScriptKeyValues
Script handle representation of a models $keyvalues block. Sub keys are instances of the same class.
Methods
Function | Signature | Description |
---|---|---|
constructor
| ||
FindKey
|
CScriptKeyValues FindKey(string keyName)
|
Find a sub key by the key name. |
GetFirstSubKey
|
CScriptKeyValues GetFirstSubKey()
|
Return the first sub key object. |
GetKeyBool
|
bool GetKeyBool(string keyName)
|
Return the key value as a bool. |
GetKeyFloat
|
float GetKeyFloat(string keyName)
|
Return the key value as a float. |
GetKeyInt
|
int GetKeyInt(string keyName)
|
Return the key value as an integer. |
GetKeyString
|
string GetKeyString(string keyName)
|
Return the key value as a string. |
GetNextKey
|
handle GetNextKey()
|
Return the next neighbor key object to the one the method is called on. |
IsKeyEmpty
|
bool IsKeyEmpty(string keyName)
|
Returns true if the named key has no value. |
IsValid
|
bool IsValid()
|
Whether the handle belongs to a valid entity. |
ReleaseKeyValues
|
void ReleaseKeyValues()
|
Releases the contents of the instance. |
CCallChainer
CCallChainer objects collect all functions with a matching prefix in a given scope, then inserts it all into the chains
table with the prefix removed. All collected unprefixed functions can then be called in a chain using the class's Call()
method, given the method's event argument matches the functions' name.
Whenever a CCallChainer object is created, a function named Dispatch
followed by its given prefix will also be created, which the class binds the environment of its Call()
method to.
Methods
Function | Signature | Description |
---|---|---|
constructor
|
CCallChainer(string functionPrefix, table scope = null)
|
Creates a CCallChainer object that'll collect functions that have a matching prefix in the given scope. |
PostScriptExecute
|
void PostScriptExecute()
|
Search for all non-native functions with matching prefixes, then push them into the chains table.
|
Call
|
bool Call(string event, any ...)
|
Find an unprefixed function name in the chains table and call it with the given arguments.
|
Members
Instance | Type | Description |
---|---|---|
chains
|
table
|
Contains names of unprefixed functions, each with an array of functions to call. |
prefix
|
string
|
Prefix that functions should have to be added into the chains table. Set by the constructor.
|
scope
|
table
|
If set, seek functions in this scope instead. Set by the constructor. |
CSimpleCallChainer
Intended to be simpler to use than CCallChainer, the class CSimpleCallChainer holds only a single chain of functions inside an array instead of multiple inside a table. As such, its Call()
method does not need a function's name.
This class is also used internally by these CBaseEntity hooks: Precache()
and OnPostSpawn()
.
Methods
Function | Signature | Description |
---|---|---|
constructor
|
CSimpleCallChainer(string functionPrefix, table scope = null, exactMatch = false)
|
Creates a CSimpleCallChainer object that'll collect functions that have a matching prefix in the given scope, unless it seek for an exact name match. |
PostScriptExecute
|
void PostScriptExecute()
|
Begin searching for all non-native functions with matching prefixes, then push them into the chain array.
|
Call
|
bool Call(any ...)
|
Call all functions inside the chain array with the given arguments.
|
Members
Instance | Type | Description |
---|---|---|
chain
|
array
|
All functions to be called by the Call() method.
|
exactMatch
|
bool
|
If set, names of non-native functions and prefix must be an exact match. Set by the constructor.
|
prefix
|
string
|
Prefix that functions should have to be added into the chain array. Set by the constructor.
|
scope
|
table
|
If set, seek functions in this scope instead. Set by the constructor. |
LateBinder
Late binding: allows a table to refer to parts of itself, it's children, it's owner, and then have the references fixed up after it's fully parsed.
// Usage:
lateBinder <- LateBinder();
lateBinder.Begin( this );
Test1 <-
{
Foo=1
}
Test2 <-
{
FooFoo = "I'm foo foo"
BarBar="@Test1.Foo"
SubTable = { boo=[bah, "@Test2.FooFoo", "@Test1.Foo"], booboo2={one=bah, two="@Test2.FooFoo", three="@Test1.Foo"} }
booboo=[bah, "@Test2.FooFoo", "@Test1.Foo"]
booboo2={one=bah, two="@Test2.FooFoo", three="@Test1.Foo"}
bah=wha
}
lateBinder.End();
delete lateBinder;
When End() is called, all of the unresolved symbols in the tables and arrays will be resolved, any left unresolved will become a string prepended with '~', which later code can deal with.
Methods
Function | Signature | Description |
---|---|---|
Begin
| ||
End
| ||
EstablishDelegation
| ||
HookRootMetamethod
| ||
Log
| ||
m_bindNamesStack
| ||
m_fixupSet
| ||
m_log
| ||
m_logIndent
| ||
m_targetTable
| ||
RemoveDelegation
| ||
Resolve
| ||
UnhookRootMetamethod
|
regexp
The built-in Squirrel class for regular expressions.
Methods
Function | Signature | Description |
---|---|---|
constructor
|
regexp()
|
|
capture
|
[table] capture(str, [start])
|
Returns an array of tables containing two indexes("begin" and "end")of the first match of the regular expression in the string str. An array entry is created for each captured sub expressions. If no match occurs returns null. The search starts from the index start of the string, if start is omitted the search starts from the beginning of the string. |
match
|
bool match(str)
|
Returns a true if the regular expression matches the string str, otherwise returns false. |
search
|
table search(str, [start])
|
Returns a table containing two indexes("begin" and "end") of the first match of the regular expression in the string str, otherwise if no match occurs returns null. The search starts from the index start of the string, if start is omitted the search starts from the beginning of the string. |
subexpcount
|
Vector
Squirrel equivalent of the C++ Vector class.
Three-dimensional vector.
Has overloaded arithmetic operations with both Vectors and scalar values.
Methods
Function | Signature | Description |
---|---|---|
constructor
|
Vector(float x, float y, float z)
|
Creates a new vector with the specified Cartesian coordiantes. |
Cross
|
float Cross(Vector factor)
|
The vector product of two vectors. Returns a vector orthogonal to the input vectors. |
Dot
|
float Dot(Vector factor)
|
The scalar product of two vectors. |
Length
|
float Length()
|
Magnitude of the vector. |
LengthSqr
|
float LengthSqr()
|
The magnitude of the vector squared. Faster than the above method. |
Length2D
|
float Length2D()
|
Returns the magnitude of the vector on the x-y plane. |
Length2DSqr
|
float Length2DSqr()
|
Returns the square of the magnitude of the vector on the x-y plane. Faster than the above method. |
Norm
|
float Norm()
|
Will return the vector length as a float. This function will also NORMALIZE the vector, the X, Y, and Z values will each be set to a number between -1 and 1. You can then multiply these values by, for example, 3000 to use the vector to set the velocity of something in game. |
ToKVString
|
string ToKVString()
|
Returns a string without separations commas. |
Members
Instance | Type | Description |
---|---|---|
x
|
float
|
Cartesian X axis. |
y
|
float
|
Cartesian Y axis. |
z
|
float
|
Cartesian Z axis. |
Hooks
These hook functions are used by simply adding a function with the same name and arguments to the script, and are called back by the C++ code at the appropriate moments.
OnTakeDamage_Alive_Any
float OnTakeDamage_Alive_Any(CBaseEntity victim, CBaseEntity inflictor, CBaseEntity attacker, CBaseEntity weapon, float damage, int damageType, string ammoName)
: Adding a function with this name in the script causes C++ to call it on all OnTakeDamage_Alive events.
Returning "false" causes the damage to be stopped and nothing will be done to the target (though animation/bloodstains/decals will probably still happen, sorry about that).
UserConsoleCommand
void UserConsoleCommand(handle playerScript, arg)
: when a user does a <scripted_user_func argument> at console (or bound to a key) this function is called (if it exists). The playerscript is which players console it came from. You can pass strings or whatever, of course. So could do a switch statement off <arg> to give players special controls, etc.
OnGameEvent_x
void OnGameEvent_x(table params)
: A callback that is called when the game event x is fired. See scripts\gameevents.res
and scripts\modeevents.res
for valid events. The list of game events a script can listen for is available in the game's source code.
OnMissionStart
void OnMissionStart()
: A callback that is called when MissionStart occurs.
OnGameplayStart
void OnGameplayStart()
: A callback that is called when all marines have spawned and players start to play.
Update
void Update()
: Update gets called much like a Think() function. If you return a float value the function will get called again in x seconds.
OnReceivedTextMessage
string OnReceivedTextMessage(CBaseEntity recipient, CBaseEntity sender, string message)
: Called when a player sends a text message into chat.
Sent message will be replaced by the returned string. If the return type is not a string, message is not sent. Note, the message parameter contains an end of line character. If you want to get rid of it, do message = message.slice( 0, message.len() - 1 )
Global functions
Printing and Drawing
Function | Signature | Description |
---|---|---|
ClientPrint
|
void ClientPrint(CBasePlayer player, int destination, string message, ...)
|
Print a client message. If you pass null instead of a valid player, the message will be sent to all clients. destination should be HUD_PRINTNOTIFY, HUD_PRINTCONSOLE, HUD_PRINTTALK, HUD_PRINTCENTER, or ASW_HUD_PRINTTALKANDCONSOLE. message will be looked up as a translation string and can contain %s1 through %s4 to reference extra string arguments passed after message. |
TextColor
|
string TextColor(int r, int g, int b)
|
Returns a string which is reinterpreted into a color internally in the ClientPrint message string. Turns all the characters that come after the returned string into respective RGB color. |
TextColorBlend
|
string TextColorBlend(int r1, int g1, int b1, int r2, int g2, int b2)
|
Returns a string which is reinterpreted into a color blend internally in the ClientPrint message string. Turns all the characters that come after the returned string into respective RGB color blend. |
TextColorBlendInvert
|
string TextColorBlendInvert(int r, int g, int b)
|
Returns a string which is reinterpreted into a inverted color blend internally in the ClientPrint message string. Turns all the characters that come after the returned string into respective inverted RGB color blend. |
TextColorBlend3
|
string TextColorBlend3(int r1, int g1, int b1, int r2, int g2, int b2, int r3, int g3, int b3)
|
Returns a string which is reinterpreted into a triple color blend internally in the ClientPrint message string. Turns all the characters that come after the returned string into respective triple RGB color blend. |
TextColorBlendCycle
|
string TextColorBlendCycle(int transition_length, int r1, int g1, int b1, int r2, int g2, int b2)
|
Returns a string which is reinterpreted into a color blend cycle internally in the ClientPrint message string. Turns all the characters that come after the returned string into respective RGB color blend cycle. |
TextColorBlendSmoothCycle
|
string TextColorBlendSmoothCycle(int transition_length, int r1, int g1, int b1, int r2, int g2, int b2)
|
Returns a string which is reinterpreted into a smooth color blend cycle internally in the ClientPrint message string. Turns all the characters that come after the returned string into respective smooth RGB color blend cycle. |
DebugDrawBox
|
void DebugDrawBox(vector origin, vector min, vector max, int r, int g, int b, int alpha, float duration)
|
Draw a debug overlay box. |
DebugDrawLine
|
void DebugDrawLine(Vector start, Vector end, int red, int green, int blue, bool zTest, float time)
|
Draw a debug line between two points. |
Msg
|
void Msg(string message)
|
Equivalent to print
|
print
|
void print(string message)
|
Prints the given message to the developer console. |
printl
|
void printl(string message)
|
Prints the given message to the developer console just like print but also appends a newline. |
Say
|
void Say(CBasePlayer player, string message)
|
Calling this will have the specified player send the message to chat. |
ScreenHeight (Client)
|
int ScreenHeight()
|
Returns the height of the screen in pixels. |
ScreenWidth (Client)
|
int ScreenWidth()
|
Returns the width of the screen in pixels. |
ShowMessage
|
void ShowMessage(string)
|
Print a hud message on all clients. Bug:Non-functional [todo tested in?] |
TryLocalize (Client)
|
string TryLocalize(string text)
|
If text is a valid translation key starting with #, returns the translated string. Otherwise, returns text as-is. |
XRes (Client)
|
float XRes(float x)
|
Scales an X coordinate based on a 640 pixel wide screen. |
YRes (Client)
|
float YRes(float y)
|
Scales a Y coordinate based on a 480 pixel tall screen. |
__DumpScope
|
void __DumpScope(int indentation, handle scope)
|
Dumps contents of everything in the scope. |
Other
Function | Signature | Description |
---|---|---|
AddThinkToEnt
|
void AddThinkToEnt(handle entity, string funcName)
|
Adds a late bound think function to the C++ think tables for the obj. |
Assert
|
void Assert(bool value, string optional message)
|
Test value and if not true, throws exception, optionally with message. |
ChangeLevel
|
void ChangeLevel(string mapname)
|
Tell engine to change level. |
CreateGrenadeCluster
|
handle CreateGrenadeCluster(float damage, float radius, int clusters, Vector position, Vector angles, Vector velocity, Vector angVelocity)
|
Create grenade cluster. |
CreateProp
|
handle CreateProp(string class, Vector origin, string model, int animation)
|
Create a prop with the specified class and model. Both prop_physics, prop_dynamic as well as some other entity classes with models work. Does not precache the model. Bug:Does not initialize the physics of the prop. [todo tested in?] |
CreateSceneEntity
|
CSceneEntity CreateSceneEntity(string scene)
|
Create a scene entity to play the specified scene .vcd file. |
DisptchParticleEffect
|
void DispatchParticleEffect(string name, Vector origin, Vector angles)
|
Spawns a particle effect in the world. |
DisptchParticleEffectCP1
|
void DispatchParticleEffectCP1(string name, Vector origin, Vector angles, Vector cp1)
|
Spawns a particle effect in the world with a specific offset for control point 1. |
DoIncludeScript
|
bool DoIncludeScript(string filename, table scope)
|
Execute a script with the script scope set to the specified table. |
DoEntFire
|
void DoEntFire(string target, string action, string value, float delay, handle activator, handle caller)
|
Generate an entity I/O event. The caller argument takes a script handle, so it can be used with target set to !self to fire inputs to entities without usable targetnames. |
DropFragGrenade
|
handle DropFragGrenade(float damage, float grenadeRadius, Vector origin)
|
Drops a frag grenade. |
DropFreezeGrenade
|
handle DropFreezeGrenade(float damage, float freezeAmount, float grenadeRadius, Vector origin)
|
Drops a freeze grenade. |
DropGasGrenade
|
handle DropGasGrenade(float damage, float dmgInterval, float duration, float fuse, Vector origin)
|
Drops a gas grenade. // new edit default: damge = 20 , damage per seconds = 0.3, duration = 30, fuse = 1 # radius being fix to 100 using covar asw_gas_grenade_cloud_width |
DropIncendiaryGrenade
|
handle DropIncendiaryGrenade(float damage, float grenadeRadius, Vector origin)
|
Drops an incendiary grenade. |
DropStunGrenade
|
handle DropStunGrenade(float damage, float grenadeRadius, Vector origin)
|
Drops a stun grenade. |
EntFire
|
function EntFire(string target, string action, string value, float delay = 0.0, handle activator = null)
|
Generate an entity I/O event. |
EntFireByHandle
|
void EntFireByHandle(handle target, string action, string value, float delay, handle activator, handle caller)
|
Generate an entity I/O event. The first parameter is an entity instance, so the handles of nameless or script generated entities can be passed easily. |
EntIndexToHScript
|
CBaseEntity EntIndexToHScript(int entIndex)
|
Returns the script handle for the given entity index. |
FadeClientVolume
|
void FadeClientVolume(handle player, float fadePercent, float fadeOutSeconds, float holdTime, float fadeInSeconds)
|
Fade out the client's volume level toward silence (or fadePercent). |
FileToString
|
string FileToString(string file)
|
Reads a string from file. Returns the string from the file, empty string if no file or file is too big. |
FindNearestNPC
|
handle FindNearestNPC(Vector position, bool checkZCoordinate, float radius)
|
Returns the nearest character (Marine, Colonist, or Alien) to the given coordinate. |
FrameTime
|
float FrameTime()
|
Get the time spent on the server in the last frame |
GamePause
|
void GamePause(bool bPause)
|
Pause or unpause the game. |
GetClientXUID
|
string GetClientXUID(handle player)
|
Get the player's xuid (i.e. SteamID64). |
GetDecalIndexForName
|
int GetDecalIndexForName(string name)
|
Get decal index from a string. |
GetEffectIndex
|
int GetEffectIndex(string name)
|
Converts a previously precached effect into an index. |
GetEffectNameFromIndex
|
string GetEffectNameFromIndex(int index)
|
Converts a previously precached effect index into a string. |
GetFrameCount
|
int GetFrameCount()
|
Returns the engine's current frame count. |
GetHullMaxs
|
Vector GetHullMaxs(int hullType)
|
Returns a Vector for the hull maxs. |
GetHullMins
|
Vector GetHullMins(int hullType)
|
Returns a Vector for the hull mins. |
GetLocalPlayer (Client)
|
handle GetLocalPlayer()
|
Returns the local C_ASW_Player. |
GetListenServerHost
|
handle GetListenServerHost()
|
Get the host player on a listen server. |
GetMapName
|
string GetMapName()
|
Get the name of the map. |
GetModelIndex
|
int GetModelIndex(string filename)
|
Returns index of model by name. |
GetParticleSystemIndex
|
int GetParticleSystemIndex(string name)
|
Converts a previously precached material into an index. |
GetParticleSystemNameFromIndex
|
string GetParticleSystemNameFromIndex(int index)
|
Converts a previously precached material index into a string. |
GetPlayerConnectionInfo
|
void GetPlayerConnectionInfo(handle player, table)
|
Returns a table containing the player's connection info. |
GetPlayerFromUserID
|
handle GetPlayerFromUserID(int ID)
|
Given a user id, return the entity, or null. |
IsAnniversaryWeek
|
bool IsAnniversaryWeek()
|
Returns true if it is the anniversary week of Alien Swarm: Reactive Drop. |
IsDedicatedServer
|
bool IsDedicatedServer()
|
Returns true if this is a dedicated server. |
IsModelPrecached
|
bool IsModelPrecached(string modelname)
|
Checks if the modelname is precached. |
LocalTime
|
void LocalTime(table)
|
Fills in the passed table with the local system time. |
PlaceDamageAmplifier
|
handle PlaceDamageAmplifier(float duration, float grenadeRadius, Vector origin)
|
Places a damage amplifier. |
PlaceHealBeacon
|
handle PlaceHealBeacon(float healAmount, float healthPerSecond, float infestationCureAmount, float duration, float grenadeRadius, Vector origin)
|
Places a heal beacon. Default values for Faith / Bastille are : healAmount = 100 / 90, healthPerSecond = 3, infestationCureAmount = 0.75 / 0.25, duration = 20, grenadeRadius = 100 |
PlantIncendiaryMine
|
handle PlantIncendiaryMine(Vector origin, Vector angles)
|
Plants an incendiary mine. |
PlantLaserMine
|
handle PlantLaserMine(bool friendly, Vector origin, Vector angles)
|
Plants a laser mine. |
PlayerInstanceFromIndex
|
CBasePlayer PlayerInstanceFromIndex(int index)
|
Get a script handle of a player using the player index. |
PrecacheEffect
|
void PrecacheEffect(string name)
|
Precaches an effect. |
PrecacheModel
|
int PrecacheModel(string filename)
|
Precache a model and return index of the model. |
PrecacheParticleSystem
|
int PrecacheParticleSystem(string name)
|
Precaches a particle material. |
PrintHelp
|
[Todo] | |
RandomFloat
|
float RandomFloat()
|
Generate a random floating point number. |
RandomFloat
|
float RandomFloat(float min, float max)
|
Generate a random floating point number within a range, inclusive |
RandomInt
|
int RandomInt()
|
Generate a random integer. |
RandomInt
|
int RandomInt(int min, int max)
|
Generate a random integer within a range, inclusive |
RetrieveNativeSignature
|
void RetrieveNativeSignature(string or func)
|
Name suggests it would print the calling format for a native function, but I can't get it to output anything other than <unnamed>
|
ScreenFade
|
void ScreenFade(handle player, int red, int green, int blue, int alpha, float fadeTime, float fadeHold, int flags)
|
Start a screenfade with the following parameters. |
ScreenShake
|
void ScreenShake(Vector vecCenter, float flAmplitude, float flFrequency, float flDuration, float flRadius, int eCommand, bool bAirShake)
|
Start a screenshake with the following parameters. |
SendToConsole
|
void SendToConsole(string command)
|
Send a string to the console as a command. |
SendToServerConsole
|
void SendToServerConsole(string)
|
Send a string that gets executed on the server as a ServerCommand |
SpawnEntityFromTable
|
handle SpawnEntityFromTable(string name, handle keyvalues)
|
Spawn entity from KeyValues in table - 'name' is entity name, rest are KeyValues for spawn. |
StartStim
|
void StartStim(float duration)
|
Activates a stim pack for desired duration. |
StopStim
|
void StopStim()
|
Stops any active stim pack. |
StringToFile
|
void StringToFile(string file, string string)
|
Stores the string into the file. |
Time
|
float Time()
|
Get the current server time |
TraceLine
|
float TraceLine(Vector, Vector, handle)
|
given 2 points & ent to ignore, return fraction along line that hits world or models |
TraceLineTable
|
void TraceLineTable(table traceTable)
|
Uses a configuration table to do a raytrace, puts return information into the table for return usage. |
UniqueString
|
function UniqueString(string)
|
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
|
Useful Code
Delaying Code Execution
function DelayCodeExecution( string_code, delay )
{
DoEntFire( "worldspawn", "RunScriptCode", string_code, delay, null, null );
}
Usage example, this code below prints each marine's health into console 5 seconds after they have spawned:
function OnGameplayStart()
{
DelayCodeExecution(
"local handle_marine = null; while ( ( handle_marine = Entities.FindByClassname( handle_marine, \"asw_marine\" ) ) != null ) { printl( handle_marine.GetMarineName() + \" health is \" + handle_marine.GetHealth() ); }",
5.0 );
}
Note that if the code that you want to delay uses quotation marks, you have to add a '\' symbol before those quotation marks so that they would get parsed into the string.
Delaying a Function Call
Delays a function call, the function that gets delayed has to be in the same script scope.
function DelayFunctionCall( function_name, function_params, delay )
{
if ( !this["self"] )
return;
// this[ function_name ]( function_params );
EntFireByHandle( this["self"], "RunScriptCode", "this[\"" + function_name + "\"](" + function_params + ");", delay, null, null );
}
Usage examples:
function OnGameplayStart()
{
DelayFunctionCall( "PrintToChat", "\"Hello, I was printed with a 3 second delay.\"", 3.0 );
}
function PrintToChat( message )
{
ClientPrint( null, 3, message );
}
function OnGameplayStart()
{
DelayFunctionCall( "SetMarineHealth", "50", 3.0 );
}
function SetMarineHealth( health )
{
local handle_marine = null;
while ( ( handle_marine = Entities.FindByClassname( handle_marine, "asw_marine" ) ) != null )
{
handle_marine.SetHealth( health );
}
}
Note that the parameters have to be constants or indexes which are global to the scope.