Updated VScript : Basic I:O Tutorial (markdown)

Blixibon 2020-05-24 23:45:59 -05:00
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This article is meant to make VScript in Mapbase easy to understand if you've used logic entities and/or set up sourcemods before, particularly for Half-Life 2/Source SDK 2013. Prior coding experience is not required.
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VScripts are a lot like the I/O system. Each entity can have its own scripts (similar to outputs) and these scripts can be influenced by inputs.
For this tutorial, we'll create a simple script which fires the `SetHealth` input on the player with a parameter of `85`, which sets the player's health to 85. In the I/O system, this can be done directly from an output. In-game, this can be done with the `ent_fire` command. This tutorial will tell you how this can be done in VScript.
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First, go to the `scripts/vscripts` directory of your mod. If that directory does not exist, create it.
Inside of the `scripts/vscripts` directory, create a `.txt` file. You can name it anything you want, like `test_script`. It should not have any spaces.
Replace the `.txt` extension with `.nut`.
Inside of the `scripts/vscripts` directory, create a `.txt` file and change its extension to `.nut`. You can name it anything you want, like `test_script`. It should not have any spaces.
Open the file using Notepad, Notepad++, or any other text editor.