From b3e1d6ffe6c5e71a12e8ac71d4b1bb210264af7e Mon Sep 17 00:00:00 2001 From: Blixibon Date: Fri, 29 May 2020 11:46:00 -0500 Subject: [PATCH] Updated VScript : Basic Entity Code Tutorial (markdown) --- VScript-:-Basic-Entity-Code-Tutorial.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/VScript-:-Basic-Entity-Code-Tutorial.md b/VScript-:-Basic-Entity-Code-Tutorial.md index 6e9bd3d..a085c34 100644 --- a/VScript-:-Basic-Entity-Code-Tutorial.md +++ b/VScript-:-Basic-Entity-Code-Tutorial.md @@ -1,6 +1,6 @@ -VScripts are a lot like the I/O system. Like how entities can take inputs, entities also have their own functions that could be "fired" in VScript. +VScripts are a lot like the I/O system. Like how entities have their own inputs, entities also have their own functions that could be "fired" in VScript. -For this tutorial, we'll create a simple script which sets the player's health to the health of a NPC with the name "wyatt". In the I/O system, it would be difficult to get the health of an entity. You may have to use `logic_keyfield` or `logic_datadesc_accessor` *(both are Mapbase entities)* to get the entity's health. In VScript, this is much easier. +For this tutorial, we'll create a simple script which sets the player's health to the health of a NPC named "wyatt". In the I/O system, it would be difficult to get the health of an entity. You may have to use `logic_keyfield` or `logic_datadesc_accessor` *(both are Mapbase entities)* to get the entity's health. In VScript, this is much easier. ---