Created Using VScript as a HL2 mapper (markdown)

Blixibon 2020-05-29 10:25:56 -05:00
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As a Half-Life 2/Source 2013 mapper, VScript may seem unfamiliar or complicated for you since it's basically in-map programming. For that crowd, it actually works best when it makes things *less* complicated.
## Using VScript to simplify map logic
Source's logic entities (and Mapbase's expansions to them) work to make the I/O system a flexible tool for doing complex things, doing everything from basic math to storage. However, this can often get very complicated very quickly, as several different outputs fire several different inputs on several different entities as one big, messy jumble of icons in the 3D view.
VScript can be used to simplify these types of creations, as things like storing numbers, adding/subtracting numbers, finding entities, etc. can happen using just one line of text. This can be done to just make it seem less complicated, but sometimes it's actually necessary to reduce the entity count/overhead.
If this is your first time using VScript, it's best to use it *alongside* the I/O system, especially for interacting with non-logic entities. [Click here to go to a tutorial on how you can use VScript to interact with the I/O system.](https://github.com/mapbase-source/source-sdk-2013/wiki/VScript-:-Basic-I:O-Tutorial)
## Using VScript to do what's not possible with I/O
While you can just use VScript to simplify map logic, it also unlocks a lot of potential in other areas. It's a pathway to many abilities some mappers would consider...unnatural. If you're already a programmer, then this may come naturally. If not, get ready to become one.
(WIP)