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VScript Basic Entity Code Tutorial

Blixibon edited this page Mar 13, 2021 · 1 revision

This is part of a set of basic VScript tutorials which explain how to use VScript with no programming experience. This particular tutorial focuses on creating something which has practical advantages over the I/O system.

For understanding VScript, it might be useful to look at it as being 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. 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.


1. Creating a script file

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 and change its extension to .nut. You can name it anything you want, like test_transfer_health. It should not have any spaces.

Open the file using Notepad, Notepad++, or any other text editor.


2. Adding the code

First, add function SetPlayerHealthToNPC() at the top of the file. This defines a new set of code which can be triggered later. You can technically use any name for this function, but the name SetPlayerHealthToNPC will be used in this tutorial for simplicity.

After you have added SetPlayerHealthToNPC, add a { on the line below it. Then, add a } below that one. These are used to group code within the function.

Your file should now look like this:

function SetPlayerHealthToNPC()
{
}

Now we will make the function actually find the NPC and get its health. In this case, we will refer to the NPC as "wyatt", with the code searching for an entity which has the targetname "wyatt".

In between the { and } lines, add a new line with the text "local wyatt =".

function SetPlayerHealthToNPC()
{
	local wyatt =
}

Then, on that same line, add the text "Entities.FindByName()".

function SetPlayerHealthToNPC()
{
	local wyatt = Entities.FindByName()
}

local wyatt creates a new variable named "wyatt" inside of SetPlayerHealthToNPC.

Entities.FindByName() is an internal function which finds an entity in the map by its name, similar to how an output finds an entity and fires an input on it. The = makes the wyatt variable use the NPC it finds.

This function takes parameters in between the parentheses, separated by commas. These parameters are similar to what you'd use in an output. To make Entities.FindByName() find "wyatt", it must use parameters in this order:

Entities.FindByName(null, "wyatt")

"wyatt" must be in the second parameter. The first parameter is used for finding multiple entities of the same name, so we use null to indicate that we're looking for the first entity named "wyatt" instead of, say, the second entity named "wyatt".

In the function itself, it would look like this:

function SetPlayerHealthToNPC()
{
	local wyatt = Entities.FindByName(null, "wyatt")
}

wyatt will now refer to a NPC named "wyatt", but if there is no NPC named "wyatt" in the level, the wyatt variable will simply be null, which means wyatt doesn't point to anything.

To make sure wyatt actually points to an entity, we use an if statement:

if (wyatt != null)

This if statement is "true" if wyatt is not null.

Similar to the function, an if statement could have its own code which only runs if the statement is true. They can be enclosed with { and }. In the function itself, it would look like this:

function SetPlayerHealthToNPC()
{
	local wyatt = Entities.FindByName(null, "wyatt")

	if (wyatt != null)
	{
	}
}

Now that we know wyatt is an entity which exists, we can get its health.

First, we'll add a new variable called "health":

local health

Then, we use a = followed by wyatt.GetHealth():

local health = wyatt.GetHealth()

This gets the in-game health of the wyatt NPC, storing it in the health variable.

In the function itself, it would look like this:

function SetPlayerHealthToNPC()
{
	local wyatt = Entities.FindByName(null, "wyatt")

	if (wyatt != null)
	{
		local health = wyatt.GetHealth()
	}
}

Now it's time to set the player's health to this value. This is done in a similar fashion to getting wyatt's health.

In entity scripts, there's always a variable called player which refers to the player. It can only be used in single-player games.

To set the player's health to our new health variable, we just use player followed by .SetHealth(health):

player.SetHealth(health)

In the function itself:

function SetPlayerHealthToNPC()
{
	local wyatt = Entities.FindByName(null, "wyatt")

	if (wyatt != null)
	{
		local health = wyatt.GetHealth()
		player.SetHealth(health)
	}
}

Our code is now complete. SetPlayerHealthToNPC searches for an entity named "wyatt" and, if it exists, it sets the player's health to wyatt's health.

Now that we've written our code, it's time to access it from the map.


3. Running the file

Like outputs, an entity can run a VScript file and store its code until the entity is removed.

Entities can run VScript files through a keyvalue (Entity scripts) or an input (RunScriptFile). Both of these take the filename of the script(s) to run. The extension is optional and you do not need to insert scripts/vscripts. For example, if you named your file test_transfer_health.nut and the file is already in scripts/vscripts, then you will only need to use "test_script" as the keyvalue or parameter.

In Hammer, you can create an entity (e.g. a logic_relay or an info_target) and use either the "Entity scripts" keyvalue or the RunScriptFile input on the entity to run your test file. You can also run it on the "wyatt" NPC itself.


4. Calling SetPlayerHealthToNPC

When the entity runs the script, it will have the SetPlayerHealthToNPC function stored and waiting to be fired, similar an output. We need to call that function from somewhere, which would then set the player's health to that of the "wyatt" NPC.

In the I/O system, this can be done by firing RunScriptCode on the entity running the script. This input should have a parameter of "SetPlayerHealthToNPC()", which will tell the entity to call its SetPlayerHealthToNPC function.

You can fire RunScriptCode with this parameter by using something in the map or by using the ent_fire console command in-game.


5. Testing

Compile your map and load it in-game. Test the RunScriptCode input with the SetPlayerHealthToNPC() parameter. If you followed these steps correctly and there is a NPC in the map named "wyatt", the player's health will be set to the health of that NPC.

If this does not work, check the steps above and make sure you followed them correctly.


6. Conclusion

You have now written a basic script file which uses the functions on a class. This tutorial was meant to give a peek into some of VScript's advantages over the I/O system. The function we wrote can be useful in its own right, but it's also a starting point for more complicated logic.

For example, this is the script we used in the tutorial:

function SetPlayerHealthToNPC()
{
	local wyatt = Entities.FindByName(null, "wyatt")

	if (wyatt != null)
	{
		local health = wyatt.GetHealth()
		player.SetHealth(health)
	}
}

Now look at this one:

function SetPlayerHealthToAllOfNPC()
{
	local health = 0

	local wyatt = null
	while ( (wyatt = Entities.FindByName(wyatt,"wyatt")) != null )
	{
		health += wyatt.GetHealth()
	}

	player.SetHealth(health)
}

This slightly different function, SetPlayerHealthToAllOfNPC, sets the player's health to the health of all NPCs named "wyatt" added together. If there's a headcrab named "wyatt" with 10 health and also a zombie named "wyatt" with 50 health, the player's health will be set to 60.

That is a peek at some of the more complicated programming you can do with VScript. GetHealth() and SetHealth() are also just two functions out of many that can be used to have finer control than what I/O and logic entities are capable of.


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