From ea6e7dca6d09c29fd52e597526b3c8fe23ea9d6a Mon Sep 17 00:00:00 2001 From: Blixibon Date: Thu, 21 May 2020 12:33:14 -0500 Subject: [PATCH] Updated VScript in Mapbase (markdown) --- VScript-in-Mapbase.md | 19 +++++++++++++++++++ 1 file changed, 19 insertions(+) diff --git a/VScript-in-Mapbase.md b/VScript-in-Mapbase.md index 8f25c9c..ce969a0 100644 --- a/VScript-in-Mapbase.md +++ b/VScript-in-Mapbase.md @@ -16,6 +16,25 @@ Mapbase's VScript is more limited and primitive compared to the VScript in Valve **Note:** Mapbase's implementation of VScript does **not** use any leaked code whatsoever. +*** + +### Contents + +* [Known incompatibilities with Valve's VScript](VScript-in-Mapbase#Known-incompatibilities-with-Valve's-VScript) +* [Documentation](VScript-in-Mapbase#Documentation) + * [New VScript Classes](VScript-in-Mapbase#New-VScript-Classes) + * [CBaseCombatCharacter](VScript-in-Mapbase#CBaseCombatCharacter) + +# Known incompatibilities with Valve's VScript + +Some features are not available in Mapbase's implementation of VScript, although some may be available in the future. + +* Most of the global functions (e.g. `SpawnEntityFromTable`) are not yet available because many of them are game-speciic. +* Some singletons like `Convars` or `NetProps` are not available. (`Entities` *is* available) +* It is currently not possible to use in-game documentation methods, such as `script_help`. + +# Documentation + A lot of the documentation for VScript on the VDC applies to Mapbase, but Mapbase also extends the VScript support in various ways, mostly to make it able to operate upon NPCs and other Source 2013/Half-Life 2 conventions. Those changes are documented below. ## New VScript Classes