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Updated Using VScript as a HL2 mapper (markdown)
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@ -3,12 +3,12 @@ This article is for Half-Life 2/Source 2013 mappers who have no experience with
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There are three main ways in which VScript can be used:
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* [**Using VScript to simplify map logic**](Using-VScript-as-a-HL2-mapper#Using-VScript-to-simplify-map-logic)
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* [**Using VScript to do what's not possible with I/O**](Using-VScript-as-a-HL2-mapper#Using-VScript-to-do-what's-not possible-with-I/O)
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* [**Using VScript to do what's not possible with I/O**](Using-VScript-as-a-HL2-mapper#using-vscript-to-do-whats-not-possible-with-io)
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* [**Using VScript to modify game behavior**](Using-VScript-as-a-HL2-mapper#Using-VScript-to-modify-game-behavior)
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Each of these sections have their own tutorial which starts as if you've never used VScript before.
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Mapbase's implementation of VScript started with code ported from the Alien Swarm SDK and reductor's custom Squirrel integration; it has been expanded to include functions adjusted specifically for Half-Life 2-related purposes as well as some more access to Valve's mathlib and utility functions.
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Mapbase's implementation of VScript started with reductor's custom Squirrel integration and code ported from the Alien Swarm SDK; it has been expanded to include functions adjusted specifically for Half-Life 2-related purposes as well as some more access to Valve's mathlib and utility functions.
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## Using VScript to simplify map logic
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