From dcfc2652d7e6755ebfa4183dc5a6b6883d26b5d8 Mon Sep 17 00:00:00 2001 From: Blixibon Date: Sun, 24 May 2020 23:45:59 -0500 Subject: [PATCH] Updated VScript : Basic I:O Tutorial (markdown) --- VScript-:-Basic-I:O-Tutorial.md | 8 +------- 1 file changed, 1 insertion(+), 7 deletions(-) diff --git a/VScript-:-Basic-I:O-Tutorial.md b/VScript-:-Basic-I:O-Tutorial.md index e26aede..ae06650 100644 --- a/VScript-:-Basic-I:O-Tutorial.md +++ b/VScript-:-Basic-I:O-Tutorial.md @@ -1,7 +1,3 @@ -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. - ---- - 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. @@ -12,9 +8,7 @@ For this tutorial, we'll create a simple script which fires the `SetHealth` inpu 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.