VScript Examples
Team Fortress 2 This page contains examples of vscripts specifically for Team Fortress 2.
Generic examples that work on all VScript games can be found on the SDK 2013 page.
Iterating Through Player's Cosmetics
Cosmetics are called "wearables" internally.
for (local wearable = player.FirstMoveChild(); wearable != null; wearable = wearable.NextMovePeer()) { if (wearable.GetClassname() != "tf_wearable") continue printl(wearable) }
Swapping the !activator's Team
Whenever a script's code gets executed by inputs (e.g.,RunScriptCode/CallScriptFunctionon an entity with an attached entity script), the activator and caller variables will be set to the handles of the input's !activator and !caller respectively, allowing you to access them in code.
We can use that to easily do something to players that walk in a specific trigger, for example.
As for swapping the !activator's team, we need to do both change their team based on which team they are, and then also change the their cosmetic items' team to the their's new team.
First we need to figure on which team the !activator is. For that, we can use the GetTeam() method on the !activator (activator.GetTeam()) to get the number index of their team.
You can either use an if function to compare the returned value with the desired team index, or store it in a variable to use it later. The latter in this case may be better to reduce the length of the script.
For reference: 0 is Unassigned (no team yet), 1 is Spectator, 2 is Red, 3 is Blu.
To change the !activator's team, we should use the ForceChangeTeam(Int : Team index, Bool : Kill player if game is in Highlander mode + remove their dominations) method on them via activator.ForceChangeTeam(...).
To change their cosmetic items' color, we need to iterate over every tf_wearable entity, and then change its team via SetTeam(Int : Team index) if they are worn by the !activator.
- To iterate, we need to specify a null variable (e.g.
local cosmetic = null), and then pass it into the following while loop:
local cosmetic = null // Assign the "cosmetic" variable to null, will be assigned new values when going over cosmetic items while (cosmetic = Entities.FindByClassname(cosmetic, "tf_wearable")) { // Do things to individual tf_wearables entities here, the "cosmetic" variable is set to the current tf_wearable entity we are iterating through }
- To check if the cosmetic item belongs to the !activator, we can simply compare the value returned by the
GetOwner()method when we use it on the tf_wearable (e.g.cosmetic.GetOwner()) against the !activator. Example code:
if (cosmetic.GetOwner() == activator) { // Do things if the cosmetic's wearer is the !activator }
- To change the cosmetic's team, we should use the
SetTeam(Int : Team index)method on the cosmetic item entity.
Full code with comments:
const TEAM_UNASSIGNED = 0 const TEAM_SPECTATOR = 1 const TF_TEAM_RED = 2 const TF_TEAM_BLUE = 3 function ActivatorSwapTeam() // Call this in map via RunScriptCode > ActivatorSwapTeam() or CallScriptFunction > ActivatorSwapTeam on a logic_script that has an Entity Script with this function { // The following snippet checks if an !activator has been specified and if they are a player // If either question's answer is no, then don't execute the rest of the function if (activator == null || activator.IsPlayer() == false) return // The following snippet compares the !activator's team number (Ranging from 0 to 3) to the ones used by Unassigned (0) and Spectator (1) // If they match with either Unassigned or Spectator, we don't execute the rest of the function // Used to ignore any potentional spectator !activators local current_team = activator.GetTeam() if (current_team == TEAM_UNASSIGNED || current_team == TEAM_SPECTATOR) return // The following snippet specifies a local new_team variable, and then we set it to a team number based off the !activator's current team number local new_team if (current_team == TF_TEAM_RED) // Checks if the !activator's team number is 2 (Red), and sets the new_team variable to 3 (Blu) new_team = TF_TEAM_BLUE else // If the !activator's team number is not 2 (Red), sets the new_team variable to 2 (Red) instead new_team = TF_TEAM_RED // The following snippet calls the ForceChangeTeam method on the !activator // First parameter: Team number to switch to // Second parameter: If false, the game will reset the player's dominations and nemesises, and kill them if mp_highlander is on activator.ForceChangeTeam(new_team, true) local cosmetic = null // Assign the "cosmetic" variable to null, will be assigned new values when going over cosmetic items // The following snippet will go over every cosmetic item currently present, and will change its colours to the appropriate team if they are the !activator's while (cosmetic = Entities.FindByClassname(cosmetic, "tf_wearable")) // Goes over every cosmetic item, executing code below { if (cosmetic.GetOwner() == activator) // Checks if the currently iterated cosmetic item's wearer is the !activator { cosmetic.SetTeam(new_team) // Sets the team of the cosmetic item to the new team number that we stored in new_team } } }
Adding attributes to player on spawn
Intuitively, applying attributes to the player on the player_spawn event should work. Unfortunately this doesn't work in practice, as the game clears all custom attributes immediately after this event is fired. As a workaround, the attributes can be postponed to be added at the end of the frame, as shown below. The team check is requied because player_spawn runs once when a player is put on the unassigned team.
const TEAM_UNASSIGNED = 0 ::PostPlayerSpawn <- function() { // "self" is the player entity here self.AddCustomAttribute("no jump", 1, -1) } function OnGameEvent_player_spawn(params) { local player = GetPlayerFromUserID(params.userid) if (params.team != TEAM_UNASSIGNED) { EntFireByHandle(player, "CallScriptFunction", "PostPlayerSpawn", 0, null, null) } }
Setting up a Boss Health Bar
The boss bar that appears while any bosses are active (such as MONOCULUS!) is handled by the monster_resource entity, which conveniently exists in the map normally.
You can do Entities.FindByClassname(null, "monster_resource") to get the monster_resource entity most of the time, but it'd be convenient to store it into a variable instead.
In order to modify the health bar's percentage, it'd be useful to first know about NetProps:
- NetProps are network properties of an entity, which are server-side only.
- They can be accessed and changed by the NetProps class methods.
The monster_resource entity has a m_iBossHealthPercentageByte NetProp, which determines the percentage state of the health bar based on a byte value - its value must be between 0 and 255, where 0 is 0%, and 255 is 100%
The following code will add a health bar with 25% health after executed.
local health_bar = Entities.FindByClassname(null, "monster_resource") // Get the health bar entity. if (health_bar) // Check if the health bar entity exists, just in case to prevent errors { // The following line will update the health bar's percentage to 25% by changing its NetProp. // Do note that because it is a byte (0 - 255), we need to multiply our percentage by 255. NetProps.SetPropInt(health_bar, "m_iBossHealthPercentageByte", 0.25 * 255) }
Giving weapons, cosmetics and taunts
All weapons, cosmetics, taunts, economy items etc are stored within items_game.txt. This file is found within the game's directory /tf/scripts/items/.
Giving a weapon
See this page to find corresponding classname and item_ids for each weapon.
m_iObjectType and m_iObjectMode netprops to 0 before equipping. You also need to set the m_aBuildableObjectTypes netprop array to allow objects to be built.const MAX_WEAPONS = 8 ::GivePlayerWeapon <- function(player, classname, item_id) { local weapon = Entities.CreateByClassname(classname) NetProps.SetPropInt(weapon, "m_AttributeManager.m_Item.m_iItemDefinitionIndex", item_id) NetProps.SetPropBool(weapon, "m_AttributeManager.m_Item.m_bInitialized", true) NetProps.SetPropBool(weapon, "m_bValidatedAttachedEntity", true) weapon.SetTeam(player.GetTeam()) weapon.DispatchSpawn() // remove existing weapon in same slot for (local i = 0; i < MAX_WEAPONS; i++) { local held_weapon = NetProps.GetPropEntityArray(player, "m_hMyWeapons", i) if (held_weapon == null) continue if (held_weapon.GetSlot() != weapon.GetSlot()) continue held_weapon.Destroy() NetProps.SetPropEntityArray(player, "m_hMyWeapons", null, i) break } player.Weapon_Equip(weapon) player.Weapon_Switch(weapon) return weapon } GivePlayerWeapon(GetListenServerHost(), "tf_weapon_smg", 16)
Giving a cosmetic
Spawns a tf_wearable entity made by the B.A.S.E. Jumper item. This tf_wearable allows for any model to appear on the player's ragdoll upon death. (Player ragdolls are client-side and cannot be accessed by VScript, so there is no other way to parent anything to the ragdoll unless you use this kind of tf_wearable)
Optionally, this method can be used to update the player's bodygroups, which cannot be altered with SetBodygroup(). A fix is to give an econ item that removes a bodygroup, set the model to "models/empty.mdl", then send the Game Event post_inventory_application to the player to refresh the bodygroups of the econ items.
GetPlayerUserID() from an example here. ::GivePlayerCosmetic <- function(player, item_id, model_path = null) { local weapon = Entities.CreateByClassname("tf_weapon_parachute") NetProps.SetPropInt(weapon, "m_AttributeManager.m_Item.m_iItemDefinitionIndex", 1101) NetProps.SetPropBool(weapon, "m_AttributeManager.m_Item.m_bInitialized", true) weapon.SetTeam(player.GetTeam()) weapon.DispatchSpawn() player.Weapon_Equip(weapon) local wearable = NetProps.GetPropEntity(weapon, "m_hExtraWearable") weapon.Kill() NetProps.SetPropInt(wearable, "m_AttributeManager.m_Item.m_iItemDefinitionIndex", item_id) NetProps.SetPropBool(wearable, "m_AttributeManager.m_Item.m_bInitialized", true) NetProps.SetPropBool(wearable, "m_bValidatedAttachedEntity", true) wearable.DispatchSpawn() // (optional) Set the model to something new. (Obeys econ's ragdoll physics when ragdolling as well) if (model_path) wearable.SetModelSimple(model_path) // (optional) recalculates bodygroups on the player SendGlobalGameEvent("post_inventory_application", { userid = GetPlayerUserID(player) }) // (optional) if one wants to delete the item entity, collect them within the player's scope, then send Kill() to the entities within the scope. player.ValidateScriptScope() local player_scope = player.GetScriptScope() if (!("wearables" in player_scope)) player_scope.wearables <- [] player_scope.wearables.append(wearable) return wearable }
GivePlayerCosmetic(GetListenServerHost(), 9911, "models/workshop/player/items/soldier/tw_soldierbot_helmet/tw_soldierbot_helmet.mdl")
to equip the romevision soldier bot helmet.
Giving a taunt
There is no known way to give taunts directly into the inventory, but all taunts can be forced using a workaround as shown below.
For a list of taunts, search their ID in items_games.txt. The Alliedmodders page also has an incomplete list.
Example usage (conga): ForceTaunt(GetListenServerHost(), 1118)
const TF_COND_TAUNTING = 7 function ForceTaunt(player, taunt_id) { local weapon = Entities.CreateByClassname("tf_weapon_bat") local active_weapon = player.GetActiveWeapon() player.StopTaunt(true) // both are needed to fully clear the taunt player.RemoveCond(TF_COND_TAUNTING) weapon.DispatchSpawn() NetProps.SetPropInt(weapon, "m_AttributeManager.m_Item.m_iItemDefinitionIndex", taunt_id) NetProps.SetPropBool(weapon, "m_AttributeManager.m_Item.m_bInitialized", true) NetProps.SetPropBool(weapon, "m_bForcePurgeFixedupStrings", true) NetProps.SetPropEntity(player, "m_hActiveWeapon", weapon) NetProps.SetPropInt(player, "m_iFOV", 0) // fix sniper rifles player.HandleTauntCommand(0) NetProps.SetPropEntity(player, "m_hActiveWeapon", active_weapon) weapon.Kill() }
Creating Mannpower powerups
Creating any type of Mannpower powerup other than Strength is usually not possible manually. However, players are able to drop powerups, which can therefore be manipulated to drop any kind of powerup. The following example abstracts this to allow creating a powerup with a given position, angles, velocity, team and type. The powerup can also be set not to "re-position" (blink and disappear) after time has passed, unlike usual dropped powerups.
Example usage:
CreateRune(Vector(0, 0, -100), QAngle(0, 0, 0), Vector(-500, 0, 0), Constants.ETFTeam.TEAM_ANY, ERuneTypes.RUNE_VAMPIRE, false)
item_powerup_rune to zitem_powerup_rune for speed.enum ERuneTypes { RUNE_STRENGTH, RUNE_HASTE, RUNE_REGEN, RUNE_RESIST, RUNE_VAMPIRE, RUNE_REFLECT, RUNE_PRECISION, RUNE_AGILITY, RUNE_KNOCKOUT, RUNE_KING, RUNE_PLAGUE, RUNE_SUPERNOVA } ::RuneTypeToCond <- [ Constants.ETFCond.TF_COND_RUNE_STRENGTH, Constants.ETFCond.TF_COND_RUNE_HASTE, Constants.ETFCond.TF_COND_RUNE_REGEN, Constants.ETFCond.TF_COND_RUNE_RESIST, Constants.ETFCond.TF_COND_RUNE_VAMPIRE, Constants.ETFCond.TF_COND_RUNE_REFLECT, Constants.ETFCond.TF_COND_RUNE_PRECISION, Constants.ETFCond.TF_COND_RUNE_AGILITY, Constants.ETFCond.TF_COND_RUNE_KNOCKOUT, Constants.ETFCond.TF_COND_RUNE_KING, Constants.ETFCond.TF_COND_RUNE_PLAGUE, Constants.ETFCond.TF_COND_RUNE_SUPERNOVA ] ::MaxPlayers <- MaxClients().tointeger() ::CreateRune <- function(origin, angles, velocity, team, type, reposition) { // select random player to create a rune from // prioritize players with no rune, as stripping the rune temporarily can have side effects local player, fallback for (local i = 1; i <= MaxPlayers; i++) { player = PlayerInstanceFromIndex(i) if (player) { if (player.IsCarryingRune()) { fallback = player player = null continue } break } } if (!player) { if (!fallback) return null player = fallback } // to detect the rune that was spawned, every existing rune must be hidden for (local rune; rune = Entities.FindByClassname(rune, "item_powerup_rune");) rune.KeyValueFromString("classname", "zitem_powerup_rune") local cond = RuneTypeToCond[type] // if player already has a rune, temporarily strip it local player_cond, player_cond_duration if (player.IsCarryingRune()) { foreach (cond in RuneTypeToCond) { player_cond_duration = player.GetCondDuration(cond) if (player_cond_duration != 0.0) { player.RemoveCond(cond) player_cond = cond break } } } local cond_prop = "m_Shared." + (cond >= 96 ? "m_nPlayerCondEx3" : "m_nPlayerCondEx2") local cond_bits = NetProps.GetPropInt(player, cond_prop) NetProps.SetPropInt(player, cond_prop, cond_bits | (1 << (cond % 32))) player.DropRune(false, team) NetProps.SetPropInt(player, cond_prop, cond_bits) // give original rune back if (player_cond) player.AddCondEx(player_cond, player_cond_duration, null) local rune = Entities.FindByClassname(null, "item_powerup_rune") if (!rune) return null rune.Teleport(true, origin, true, angles, true, velocity) if (!reposition) { // prevents rune from blinking after 30 or 60 seconds // and teleporting to a spawnpoint if one exists rune.AddEFlags(Constants.FEntityEFlags.EFL_NO_THINK_FUNCTION) rune.AddSolidFlags(Constants.FSolid.FSOLID_TRIGGER) } return rune }
Detecting melee smacks / creating projectiles with damage
This example demonstrates how to reliably detect when a melee has fired, by abusing a quirk in one of the melee's internal variables. When a Heavy attacks with their fists, they will emit a fireball like from the Dragon's Fury. Therefore this example also demonstrates how to create projectiles that deal damage which can be problematic by usual means.
const ID_DRAGONS_FURY = 1178 const TF_AMMO_PRIMARY = 1 const TF_CLASS_HEAVYWEAPONS = 6 const MAX_WEAPONS = 8 if (!("FireballMaker" in getroottable()) || !FireballMaker.IsValid()) { // spawn a fake dragon's fury to emit the fireballs FireballMaker <- Entities.CreateByClassname("tf_weapon_rocketlauncher_fireball") NetProps.SetPropInt(FireballMaker, "m_AttributeManager.m_Item.m_iItemDefinitionIndex", ID_DRAGONS_FURY) NetProps.SetPropBool(FireballMaker, "m_AttributeManager.m_Item.m_bInitialized", true) FireballMaker.DispatchSpawn() FireballMaker.SetClip1(-1) } function CheckMeleeSmack() { local owner = self.GetOwner() // when melee smacks, m_iNextMeleeCrit is 0 if (NetProps.GetPropInt(owner, "m_Shared.m_iNextMeleeCrit") == 0) { // when switching away from melee, m_iNextMeleeCrit will also be 0 so check for that case if (owner.GetActiveWeapon() == self) { // preserve old charge meter and ammo count local charge = NetProps.GetPropFloat(owner, "m_Shared.m_flItemChargeMeter") local ammo = NetProps.GetPropIntArray(owner, "m_iAmmo", TF_AMMO_PRIMARY) // set up stuff needed to ensure the weapon always fires NetProps.SetPropIntArray(owner, "m_iAmmo", 99, TF_AMMO_PRIMARY) NetProps.SetPropFloat(owner, "m_Shared.m_flItemChargeMeter", 100.0) NetProps.SetPropBool(owner, "m_bLagCompensation", false) NetProps.SetPropFloat(FireballMaker, "m_flNextPrimaryAttack", 0) NetProps.SetPropEntity(FireballMaker, "m_hOwner", owner) FireballMaker.PrimaryAttack() // revert changes NetProps.SetPropBool(owner, "m_bLagCompensation", true) NetProps.SetPropIntArray(owner, "m_iAmmo", ammo, TF_AMMO_PRIMARY) NetProps.SetPropFloat(owner, "m_Shared.m_flItemChargeMeter", charge) } // continue smack detection NetProps.SetPropInt(owner, "m_Shared.m_iNextMeleeCrit", -2) } return -1 } // event listener (see Listening for Events example) CollectEventsInScope ({ OnGameEvent_player_spawn = function(params) { local player = GetPlayerFromUserID(params.userid) local player_class = params["class"] if (player_class != TF_CLASS_HEAVYWEAPONS) return for (local i = 0; i < MAX_WEAPONS; i++) { local weapon = NetProps.GetPropEntityArray(player, "m_hMyWeapons", i) if (weapon == null || !weapon.IsMeleeWeapon()) continue // this kicks off melee smack detection logic NetProps.SetPropInt(player, "m_Shared.m_iNextMeleeCrit", -2) AddThinkToEnt(weapon, "CheckMeleeSmack") break } } })
Detecting weapon firing
Similar to above example, on all weapons except melee there is another variable that can be tracked. This example pushes the player back when they fire their weapon.
const MAX_WEAPONS = 8 function CheckWeaponFire() { local fire_time = NetProps.GetPropFloat(self, "m_flLastFireTime") if (fire_time > last_fire_time) { printf("%f %s : Fired\n", Time(), self.GetClassname()) local owner = self.GetOwner() if (owner) { owner.SetAbsVelocity(owner.GetAbsVelocity() - owner.EyeAngles().Forward() * 800.0) } last_fire_time = fire_time } return -1 } // event listener (see Listening for Events example) CollectEventsInScope ({ OnGameEvent_player_spawn = function(params) { local player = GetPlayerFromUserID(params.userid) if (!player) return for (local i = 0; i < MAX_WEAPONS; i++) { local weapon = NetProps.GetPropEntityArray(player, "m_hMyWeapons", i) if (weapon == null || weapon.IsMeleeWeapon()) continue weapon.ValidateScriptScope() weapon.GetScriptScope().last_fire_time <- 0.0 weapon.GetScriptScope().CheckWeaponFire <- CheckWeaponFire AddThinkToEnt(weapon, "CheckWeaponFire") } } })
Disabling Medic health regen
This effectively cancels out the passive health regeneration from a medic.
function OnGameEvent_player_healed(params) { if (params.patient == params.healer) { local player = GetPlayerFromUserID(params.patient) if (player.GetPlayerClass() == Constants.ETFClass.TF_CLASS_MEDIC && NetProps.GetPropInt(player, "m_bitsDamageType") == 32) { player.SetHealth(player.GetHealth() - params.amount) } } }
Special death effects on triggers
Weapons that have special death effects (such as disintegration from Phlogistinator, or the ice statue from Spy-cicle) can be applied to triggers via two methods:
Using the TakeDamageCustom function
This method will work for most listed custom damage types, e.g. decapitation or Cow Mangler's dissolve effect. Otherwise, the other method must be used.
Add the following output to a trigger_hurt. Replace 9999 with the desired damage and TF_DMG_CUSTOM part with the desired effect.
OnStartTouch | !activator | RunScriptCode | self.TakeDamageCustom(activator, activator, null, Vector(), Vector(), 9999, 0, Constants.ETFDmgCustom.TF_DMG_CUSTOM_PLASMA)
Using a dummy weapon
Some death effects are not available as a custom damage type, but they can be applied by using a spoofed weapon as the damage owner.
The example below shows how to create a trigger that kills players with a disintegration effect when touched. This script can be assigned to any trigger entity. Note that if the trigger is not a trigger_hurt, Engineer buildings will be possible to place inside. This can be workarounded by placing a func_nobuild in it's place as well.
const ID_SUN_ON_A_STICK = 349 // Ensure only one of this entity is ever spawned if (!("disintegrate_proxy_weapon" in getroottable())) { ::disintegrate_proxy_weapon <- null ::disintegrate_immune_conds <- [ Constants.ETFCond.TF_COND_INVULNERABLE, Constants.ETFCond.TF_COND_PHASE, Constants.ETFCond.TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED, Constants.ETFCond.TF_COND_INVULNERABLE_USER_BUFF, Constants.ETFCond.TF_COND_INVULNERABLE_CARD_EFFECT, ] } // Create the fake weapon if one doesn't already exist if (!disintegrate_proxy_weapon || !disintegrate_proxy_weapon.IsValid()) { disintegrate_proxy_weapon = Entities.CreateByClassname("tf_weapon_bat") NetProps.SetPropInt(disintegrate_proxy_weapon, "m_AttributeManager.m_Item.m_iItemDefinitionIndex", ID_SUN_ON_A_STICK) NetProps.SetPropBool(disintegrate_proxy_weapon, "m_AttributeManager.m_Item.m_bInitialized", true) disintegrate_proxy_weapon.DispatchSpawn() disintegrate_proxy_weapon.DisableDraw() // Add the attribute that creates disintegration disintegrate_proxy_weapon.AddAttribute("ragdolls become ash", 1, -1) } function Precache() { // Add an output to deal damage when the trigger is touched self.ConnectOutput("OnStartTouch", "Disintegrate") } function Disintegrate() { // Remove conditions that give immunity to damage foreach (cond in disintegrate_immune_conds) activator.RemoveCondEx(cond, true) // Set any owner on the weapon to prevent a crash NetProps.SetPropEntity(disintegrate_proxy_weapon, "m_hOwner", activator) // Deal the damage with the weapon activator.TakeDamageCustom(self, activator, disintegrate_proxy_weapon, Vector(0,0,0), Vector(0,0,0), 99999.0, 2080, Constants.ETFDmgCustom.TF_DMG_CUSTOM_BURNING) }
Similar example but creates an ice statue on death instead.
// Ensure only one of this entity is ever spawned if (!("freeze_proxy_weapon" in getroottable())) { ::freeze_proxy_weapon <- null ::freeze_immune_conds <- [ Constants.ETFCond.TF_COND_INVULNERABLE, Constants.ETFCond.TF_COND_PHASE, Constants.ETFCond.TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED, Constants.ETFCond.TF_COND_INVULNERABLE_USER_BUFF, Constants.ETFCond.TF_COND_INVULNERABLE_CARD_EFFECT, ] } // Create the fake weapon if one doesn't already exist if (!freeze_proxy_weapon || !freeze_proxy_weapon.IsValid()) { freeze_proxy_weapon = Entities.CreateByClassname("tf_weapon_knife") NetProps.SetPropInt(freeze_proxy_weapon, "m_AttributeManager.m_Item.m_iItemDefinitionIndex", 649) NetProps.SetPropBool(freeze_proxy_weapon, "m_AttributeManager.m_Item.m_bInitialized", true) freeze_proxy_weapon.DispatchSpawn() freeze_proxy_weapon.DisableDraw() // Add the attribute that creates ice statues freeze_proxy_weapon.AddAttribute("freeze backstab victim", 1.0, -1.0) } function Precache() { // Add an output to deal damage when the trigger is touched self.ConnectOutput("OnStartTouch", "Freeze") } function Freeze() { // Remove conditions that give immunity to damage foreach (cond in freeze_immune_conds) activator.RemoveCondEx(cond, true) // Set any owner on the weapon to prevent a crash NetProps.SetPropEntity(freeze_proxy_weapon, "m_hOwner", activator) // Deal the damage with the weapon activator.TakeDamageCustom(self, activator, freeze_proxy_weapon, Vector(0,0,0), Vector(0,0,0), 99999.0, Constants.FDmgType.DMG_CLUB, Constants.ETFDmgCustom.TF_DMG_CUSTOM_BACKSTAB) // I don't remember why this is needed but it's important local ragdoll = NetProps.GetPropEntity(activator, "m_hRagdoll") if (ragdoll) NetProps.SetPropInt(ragdoll, "m_iDamageCustom", 0) }
Improving player collisions on physics objects or trains
Team Fortress 2 Team Fortress 2 has a subdued physics mode by default, which makes players poorly interact with physics objects unlike other Source games. This can be fixed by setting the sv_turbophysics convar to 0.
Convars.SetValue("sv_turbophysics", 0)
func_tracktrains have similar problems. The game has a special train physics mode for Payload to circumvent this issue, which is normally not enabled in other gamemodes. This can be forcefully enabled (or disabled!) via the following:
ForceEscortPushLogic(2)
Force class change
When doing server-only scripts via mapspawn.nut, calling SetPlayerClass can either plain not work or work buggily. For example, looking at your loadout shows the class you tried to choose, rather than forced class and each time you spawn your class will revert back to what you tried to select. By also updating m_iDesiredPlayerClass, these aforementioned bugs no longer occur.
::ForceChangeClass <- function(player, class_index) { player.SetPlayerClass(class_index) NetProps.SetPropInt(player, "m_Shared.m_iDesiredPlayerClass", class_index) player.ForceRegenerateAndRespawn() } ForceChangeClass(GetListenServerHost(), Constants.ETFClass.TF_CLASS_SCOUT)
Change how long it takes to capture a control point
When doing server-only scripts via mapspawn.nut, you may want to increase the amount of time it takes to capture a control point. The following snippet increases the time it takes to capture a control point by 2x.
function OnGameEvent_teamplay_round_start(params) { // Must set this when the map resets only, otherwise the scaling compounds between rounds // If this is set elsewhere, it may not work as the m_flCapTime gets reset. if (params.full_reset) { for (local ent = null; ent = Entities.FindByClassname(ent, "trigger_capture_area");) { local cap_point_name = NetProps.GetPropString(ent, "m_iszCapPointName") local cap_time_in_seconds = NetProps.GetPropFloat(ent, "m_flCapTime") // Double the time it takes to capture a control point cap_time_in_seconds *= 2.0 NetProps.SetPropFloat(ent, "m_flCapTime", cap_time_in_seconds) // If we do not fire this event, then cap time total does not propagate to the client // and the UI will be buggy and show the control point capping quicker then it should // and then "popping" back after the server updates the client. ent.AcceptInput("SetControlPoint", cap_point_name, null, null) } } }
Making a model visible to only to a specific player
In the game, entities are usually networked to every player. It may be useful to show a model to a specific player only, which is what this example allows. Engineer buildings only show to their owner during their "blueprint" phase, and this fact can be abused to make a model only show to a desired player.
local proxy_entity = Entities.CreateByClassname("obj_teleporter") // not using SpawnEntityFromTable as that creates spawning noises proxy_entity.SetAbsOrigin(Vector(0, -320, -150)) proxy_entity.DispatchSpawn() proxy_entity.SetModel("models/player/heavy.mdl") proxy_entity.AddEFlags(Constants.FEntityEFlags.EFL_NO_THINK_FUNCTION) // prevents the entity from disappearing proxy_entity.SetSolid(Constants.ESolidType.SOLID_NONE) NetProps.SetPropBool(proxy_entity, "m_bPlacing", true) NetProps.SetPropInt(proxy_entity, "m_fObjectFlags", 2) // sets "attachment" flag, prevents entity being snapped to player feet // m_hBuilder is the player who the entity will be networked to only NetProps.SetPropEntity(proxy_entity, "m_hBuilder", GetListenServerHost())
Enabling the Spell HUD and Effects
By setting the m_bIsUsingSpells netprop to true, you can Enable the spell HUD, the sound effects for rolling spells, and set the spellbook magazine to the default action slot item. Note that spells do work when this netprop is set to false, however the HUD elements/sound effects will not appear, and players will need to manually equip the spellbook if they have not already.
::SetSpellHUD <- function(value) { local gamerules = Entities.FindByClassname(null, "tf_gamerules") NetProps.SetPropBool(gamerules, "m_bIsUsingSpells", value) } SetSpellHUD(true)
Changing Player Teams in MvM
When attempting to change to change the player to the blue team in MvM using ForceChangeTeam or SetTeam, they will be immediately switched back to RED. To circumvent this, you can temporarily change the tf_gamerules NetProp m_bPlayingMannVsMachine to false, switch the player team, then set it back to true immediately after. Note that you will need to manually set the robot models for players if you intend to make playable robots.
::ChangePlayerTeamMvM <- function(player, teamnum) { local gamerules = Entities.FindByClassname(null, "tf_gamerules") NetProps.SetPropBool(gamerules, "m_bPlayingMannVsMachine", false) player.ForceChangeTeam(teamnum, false) NetProps.SetPropBool(gamerules, "m_bPlayingMannVsMachine", true) } ChangePlayerTeamMvM(GetListenServerHost(), Constants.ETFTeam.TF_TEAM_PVE_INVADERS) //Constants.ETFTeam.TF_TEAM_BLUE is also perfectly valid
Changing MvM Mission Names on the Scoreboard
You can change the displayed mission name on the scoreboard by changing the m_iszMvMPopfileName netprop on the tf_objective_resource entity.
local resource = Entities.FindByClassname(null, "tf_objective_resource") NetProps.SetPropString(resource, "m_iszMvMPopfileName", "New Mission Name Here")
Disabling Thriller taunt in Halloween
special taunt attribute to all of the player's weapons, as that always prevents the Thriller taunt. The old way had a rare chance of failing to prevent the taunt. That old example remains here for prosperity.The following think function on a player will disable the Thriller taunt on Halloween mode and play the normal taunt instead.
const TF_CLASS_MEDIC = 5 const TF_COND_TAUNTING = 7 const TAUNT_BASE_WEAPON = 0 function NoThrillerThink() { if (!self.IsTaunting()) return -1 for (local scene; scene = Entities.FindByClassname(scene, "instanced_scripted_scene");) { local owner = NetProps.GetPropEntity(scene, "m_hOwner") if (owner != self) continue local name = NetProps.GetPropString(scene, "m_szInstanceFilename") local thriller_name = self.GetPlayerClass() == TF_CLASS_MEDIC ? "taunt07" : "taunt06" if (name.find(thriller_name) == null) continue scene.Kill() self.RemoveCond(TF_COND_TAUNTING) self.Taunt(TAUNT_BASE_WEAPON, 0) break } return -1 }
Applying paints to any entity
Cosmetic paints can be applied to any entity such as prop_dynamic by setting the owner entity to a tf_wearable (or any other econ entity). See this guide for a list of paint values (under Painting Robot Items).
local model_name = "models/player/items/demo/demo_ellis.mdl" local origin = GetListenServerHost().GetOrigin() local paint = 15132390 local wearable = Entities.CreateByClassname("tf_wearable") NetProps.SetPropBool(wearable, "m_AttributeManager.m_Item.m_bInitialized", true) wearable.SetAbsOrigin(origin) wearable.AddAttribute("set item tint RGB", paint, -1) wearable.DispatchSpawn() wearable.EnableDraw() local prop = SpawnEntityFromTable("prop_dynamic", { origin = origin, model = model_name }) prop.SetOwner(wearable)
Readying up teams for mp_tournament 1 in offline
Gamemodes for Casual must be tested with mp_tournament 1 and mp_tournament_stopwatch 0 to be considered for inclusion. However this usually requires 2 real players to ready up for their team, which may be undesirable for offline testing. As a workaround, the following code snippet can be executed to pick any player from both teams and spoof readying up.
::GameRules <- Entities.FindByClassname(null, "tf_gamerules") ::MAX_CLIENTS <- MaxClients().tointeger() const TF_TEAM_RED = 2 const TF_TEAM_BLUE = 3 local ready = true local red_check = false local blue_check = false for (local i = 1; i <= MAX_CLIENTS; i++) { local player = PlayerInstanceFromIndex(i) if (!player) continue local team = player.GetTeam() if (!(team & 2)) continue if (team == TF_TEAM_RED) { if (red_check) continue red_check = true } else if (team == TF_TEAM_BLUE) { if (blue_check) continue blue_check = true } if (NetProps.GetPropBoolArray(GameRules, "m_bTeamReady", team)) continue NetProps.SetPropBoolArray(GameRules, "m_bTeamReady", ready, team) SendGlobalGameEvent("tournament_stateupdate", { userid = player.entindex(), readystate = ready.tointeger(), namechange = 0, oldname = " ", newname = " ", }) if (!ready) { NetProps.SetPropFloat(GameRules, "m_flRestartRoundTime", -1.0) NetProps.SetPropBool(GameRules, "m_bAwaitingReadyRestart", true) } }
Forcing a level change
The code snippet below will force a level change after one second to the next map in the rotation.
function ChangeLevel(mapname = "", delay = 1.0, mvm_cyclemissionfile = false) { // listen servers can just do this if (!IsDedicatedServer()) SendToConsole(format("nextlevel %s", mapname)) // check for allow point_servercommand else if (Convars.GetStr("sv_allow_point_servercommand") == "always") SendToServerConsole(format("nextlevel %s", mapname)) // check the allowlist else if (Convars.IsConVarOnAllowList("nextlevel")) Convars.SetValue("nextlevel", mapname) // can't set it, just load the next map in the mapcycle file or hope the server sets nextlevel for us else printl("cannot set nextlevel! loading next map instead...") // required for GoToIntermission Convars.SetValue("mp_tournament", 0) // wait at scoreboard for this many seconds Convars.SetValue("mp_chattime", delay) local intermission = Entities.CreateByClassname("point_intermission") // for mvm, otherwise it'll ignore delay and switch to the next map in the missioncycle file if (!mvm_cyclemissionfile) EntFire("info_populator", "Kill") // don't use acceptinput so we execute after info_populator kill in mvm EntFireByHandle(intermission, "Activate", "", -1, null, null) }
By default the next level cannot be controlled, as the nextlevel ConVar is not in cfg/vscript_convar_allowlist.txt by default.
If the server has not added nextlevel to their allow list, this can be worked around if the server has sv_allow_point_servercommand set to always. On listen servers only you can also use SendToConsole which will always work.
tf_mvm_missioncyclefile and will immediately skip the mp_chattime delay, killing the info_populator ent first will circumvent this. The above snippet does this by default but can be controlled in the third argument.
E.g. ChangeLevel("", 1.0, true)Placing Sapper on a Building
Placing a sapper on an entity isn't supposed to be done by manual means, however it can be spoofed by selecting a random player and pretending they "sapped" the building, and reverting everything on the same frame which makes it look seamless.
Weapon_Switch.const MAX_WEAPONS = 8 const TF_CLASS_SPY = 8 const TF_CLASS_ENGINEER = 9 const TF_TEAM_RED = 2 const TF_TEAM_BLUE = 3 const LIFE_ALIVE = 0 const ID_SAPPER = 735 const OBJ_ATTACHMENT_SAPPER = 3 function SapBuilding(building) { // select first player found local player = Entities.FindByClassname(null, "player") if (!player) return // find existing builder weapon if applicable local player_class = player.GetPlayerClass() local old_builder, old_slot if (player_class == TF_CLASS_SPY || player_class == TF_CLASS_ENGINEER) { for (local i = 0; i < MAX_WEAPONS; i++) { local held_weapon = NetProps.GetPropEntityArray(player, "m_hMyWeapons", i) if (held_weapon == null) continue if (held_weapon.GetClassname() != "tf_weapon_builder") continue old_builder = held_weapon old_slot = i NetProps.SetPropEntityArray(player, "m_hMyWeapons", null, i) break } } local old_lifestate = NetProps.GetPropInt(player, "m_lifeState") local old_team = player.GetTeam() local building_team = building.GetTeam() local enemy_team if (building_team == TF_TEAM_RED) enemy_team = TF_TEAM_BLUE else enemy_team = TF_TEAM_RED // spoof being alive and on opposite team NetProps.SetPropInt(player, "m_lifeState", LIFE_ALIVE) NetProps.SetPropInt(player, "m_iTeamNum", enemy_team) // give sapper weapon local weapon = Entities.CreateByClassname("tf_weapon_builder") NetProps.SetPropInt(weapon, "m_AttributeManager.m_Item.m_iItemDefinitionIndex", ID_SAPPER) NetProps.SetPropBool(weapon, "m_AttributeManager.m_Item.m_bInitialized", true) NetProps.SetPropBool(weapon, "m_bValidatedAttachedEntity", true) weapon.SetTeam(enemy_team) weapon.DispatchSpawn() NetProps.SetPropInt(weapon, "m_iObjectType", OBJ_ATTACHMENT_SAPPER) NetProps.SetPropInt(weapon, "m_iSubType", OBJ_ATTACHMENT_SAPPER) NetProps.SetPropIntArray(weapon, "m_aBuildableObjectTypes", 1, OBJ_ATTACHMENT_SAPPER) player.Weapon_Equip(weapon) // teleport player to the building and hold the sapper local old_origin = player.GetOrigin() local old_angles = player.LocalEyeAngles() local old_weapon = player.GetActiveWeapon() player.SetAbsOrigin(building.GetOrigin() - Vector(64, 0, 0)) NetProps.SetPropVector(player, "pl.v_angle", Vector()) player.Weapon_Switch(weapon) weapon.PrimaryAttack() // remove owner from the sapper that was just placed for (local sapper; sapper = Entities.FindByClassname(sapper, "obj_attachment_sapper");) { if (NetProps.GetPropEntity(sapper, "m_hBuiltOnEntity") == building) { NetProps.SetPropEntity(sapper, "m_hBuilder", null) break } } // revert all changes if (old_builder) NetProps.SetPropEntityArray(player, "m_hMyWeapons", old_builder, old_slot) NetProps.SetPropInt(player, "m_lifeState", old_lifestate) NetProps.SetPropInt(player, "m_iTeamNum", old_team) player.Weapon_Switch(old_weapon) NetProps.SetPropVector(player, "pl.v_angle", old_angles + Vector()) player.SetAbsOrigin(old_origin) weapon.Destroy() } // example local building = Entities.FindByClassname(null, "obj_dispenser") if (building) { if (!NetProps.GetPropBool(building, "m_bHasSapper")) SapBuilding(building) }
The following code show an example of creating a primitive bot that navigates using the navmesh. When this script is executed, a bot will be spawned at the host player's crosshair. This bot will simply follow the player and path-find along the map layout. The code is heavily commented, and debug visualizations are available to see the path-finding algorithm in action.
const FLT_MAX = 3.402823466e+38 const MASK_SOLID = 33570827 const LIFE_DYING = 1 const NUM_TRAVERSE_TYPES = 9 const TEAM_ANY = -2 const DMG_CRUSH = 1 // Constrains an angle into [-180, 180] range ::NormalizeAngle <- function(target) { target %= 360.0 if (target > 180.0) target -= 360.0 else if (target < -180.0) target += 360.0 return target } // Approaches an angle at a given speed ::ApproachAngle <- function(target, value, speed) { target = NormalizeAngle(target) value = NormalizeAngle(value) local delta = NormalizeAngle(target - value) if (delta > speed) return value + speed else if (delta < -speed) return value - speed return value } // Converts a vector direction into angles ::VectorAngles <- function(forward) { local yaw, pitch if (forward.y == 0.0 && forward.x == 0.0) { yaw = 0.0 if (forward.z > 0.0) pitch = 270.0 else pitch = 90.0 } else { yaw = (atan2(forward.y, forward.x) * 180.0 / PI) if (yaw < 0.0) yaw += 360.0 pitch = (atan2(-forward.z, forward.Length2D()) * 180.0 / PI) if (pitch < 0.0) pitch += 360.0 } return QAngle(pitch, yaw, 0.0) } // Coordinate which is part of a path class ::PathPoint { constructor(_area, _pos, _how) { area = _area pos = _pos how = _how } area = null // Which area does this point belong to? pos = null // Coordinates of the point how = null // Type of traversal. See Constants.ENavTraverseType } // The big boy that handles all our behavior class ::Bot { constructor(spawn_origin, target = null) { bot = SpawnEntityFromTable("base_boss", { targetname = "bot", origin = spawn_origin, model = "models/bots/heavy/bot_heavy.mdl", playbackrate = 1.0, // Required for animations to be simulated // The following is done to prevent default base_boss death behavior // Set the health to something really big health = FLT_MAX }) // Track the health manually by using npc_hurt event and fire our custom death locomotion = bot.GetLocomotionInterface() health = 300 // Fix the default step height which is too high bot.AcceptInput("SetStepHeight", "18", null, null) // Add scope to the entity bot.ValidateScriptScope() local scope = bot.GetScriptScope() // Append custom bot functionality scope.bot_brain <- this // Add behavior that will run every tick scope.Think <- Update.bindenv(this) AddThinkToEnt(bot, "Think") bot_pos = spawn_origin move_speed = 230.0 turn_rate = 5.0 search_dist_z = 128.0 search_dist_nearest = 128.0 path = [] path_index = 0 path_count = 0 path_reach_dist = 16.0 path_update_time_next = Time() path_update_time_delay = 0.2 path_closest_distance = 100.0 path_follow_ent_dist = 50.0 area_list = {} // If the destination hasn't been set yet make it be at the bot's spawn location if (target == null) target = spawn_origin SetDestination(target) seq_idle = bot.LookupSequence("Stand_MELEE") seq_run = bot.LookupSequence("Run_MELEE") pose_move_x = bot.LookupPoseParameter("move_x") debug = true } function SetDestination(target) { // If our destination is an entity if (typeof target == "instance") { path_follow_ent = target // path_target_pos will be calculated in UpdatePath() } // If it's a vector else { path_follow_ent = null path_target_pos = target } // Force a path update on this frame if (UpdatePath()) SetDirection(path[0].pos) } function SetDirection(pos) { move_pos = pos // Direction towards path point move_dir = move_pos - bot_pos move_dir.Norm() // Conversion from direction into QAngle form to calculate the bot rotation angles move_ang = VectorAngles(move_dir) } function UpdatePath() { // Clear out the path first ResetPath() // If there is a target entity specified, then the bot will pathfind to the entity if (path_follow_ent && path_follow_ent.IsValid()) path_target_pos = path_follow_ent.GetOrigin() // Pathfind from the bot's position to the target position local pos_start = bot_pos local pos_end = path_target_pos local area_start = NavMesh.GetNavArea(pos_start, search_dist_z) local area_end = NavMesh.GetNavArea(pos_end, search_dist_z) // If either area was not found, try use the closest one if (area_start == null) { area_start = NavMesh.GetNearestNavArea(pos_start, search_dist_nearest, false, true) // If either area is still missing, then bot can't progress if (area_start == null) return false } if (area_end == null) { area_end = NavMesh.GetNearestNavArea(pos_end, search_dist_nearest, false, true) if (area_end == null) return false } // If the start and end area is the same, one path point is enough and all the expensive path building can be skipped if (area_start == area_end) { // From bot's origin path.append(PathPoint(area_start, pos_start, NUM_TRAVERSE_TYPES)) // To target's position path.append(PathPoint(area_end, pos_end, NUM_TRAVERSE_TYPES)) path_count = 2 // For the debug mode area_list["area0"] <- area_start return true } // Build list of areas required to get from the start to the end if (!NavMesh.GetNavAreasFromBuildPath(area_start, area_end, pos_end, 0.0, TEAM_ANY, false, area_list)) return false local area_count = area_list.len() // No areas found? Uh oh if (area_count == 0) return false // First point is simply our current position path.append(PathPoint(area_start, pos_start, NUM_TRAVERSE_TYPES)) // Now build points using the list of areas, which the bot will then target // The areas are built from the end to the start so we need a reversed iteration to build the path points for (local i = area_count - 1; i >= 0; i--) { local area = area_list["area" + i] path.append(PathPoint(area, area.GetCenter(), area.GetParentHow())) } // Now compute accurate path points, using adjacent points + direction data from nav path_count = path.len() for (local i = 1; i < path_count; i++) { local point_from = path[i - 1] local point_to = path[i] // Computes closest point within the "portal" between adjacent areas point_to.pos = point_from.area.ComputeClosestPointInPortal(point_to.area, point_to.how, point_from.pos) } // Add a final point so the bot can precisely move towards the end point when it reaches the final area path.append(PathPoint(area_end, pos_end, NUM_TRAVERSE_TYPES)) path_count++ return true } function AdvancePath() { // Check for valid path first if (path_count == 0) return false // If we're close enough to the target stop to not push our target entity if (path_follow_ent && path_follow_ent.IsValid() && (path_target_pos - bot_pos).Length() < path_closest_distance) { ResetPath() return false } // Are we close enough to the path point to consider it as 'reached'? if ((move_pos - bot_pos).Length2D() < path_reach_dist) { // Start moving to the next point path_index++ if (path_index >= path_count) { // End of the line! ResetPath() return false } } return true } function ResetPath() { area_list.clear() path.clear() path_count = 0 path_index = 0 } function Move() { // Recompute path to our target if present if (path_follow_ent && path_follow_ent.IsValid()) { // Is it time to re-compute the path? local time = Time() if (path_update_time_next < time) { // Check if target has moved far away enough local follow_ent_pos = path_follow_ent.GetOrigin() if ((path_target_pos - follow_ent_pos).Length() > path_follow_ent_dist && (bot_pos - follow_ent_pos).Length() > path_closest_distance) { if (UpdatePath()) SetDirection(path[0].pos) // Don't recompute again for a moment path_update_time_next = time + path_update_time_delay } } } // Check and advance up our path if (!AdvancePath()) { return false } // Current path point local target = path[path_index].pos // Get 2D forward motion vector local motion_fwd = target - bot_pos motion_fwd.z = 0.0 motion_fwd.Norm() // Get 2D lateral motion vector, which is perpendicular to the forward motion vector, going left local motion_lat = Vector(-motion_fwd.y, motion_fwd.x) // Get the ground normal and compute the 3D motion vectors local normal = locomotion.GetGroundNormal() motion_fwd = motion_lat.Cross(normal) motion_lat = motion_fwd.Cross(normal) // The position traces will rely on, shift 18 units upwards to avoid hitting the obstacle you can climb onto local pos = Vector(bot_pos.x, bot_pos.y, bot_pos.z + 18.0) // The length vector of the traces going forward local fwd_vec = motion_fwd * 60.0 // The offset to the left/right from the original position local lat_vec = motion_lat * 20.0 // Trace slightly to the left of the bot, going forward local left_pos = pos + lat_vec local left_trace = { start = left_pos end = left_pos + fwd_vec mask = MASK_SOLID ignore = bot } TraceLineEx(left_trace) // Trace slightly to the right of the bot, going forward local right_pos = pos - lat_vec local right_trace = { start = right_pos end = right_pos + fwd_vec mask = MASK_SOLID ignore = bot } TraceLineEx(right_trace) // If left trace hit something, but right didn't - move to the right // If right trace hit something, but left didn't - move to the left // Otherwise if 0 or 2 traces hit something, leave the target position as it was if (left_trace.hit) { if (!right_trace.hit) { target -= motion_lat * move_speed } } else if (right_trace.hit) { target += motion_lat * move_speed } SetDirection(target) // Set our new position // Velocity is calculated from direction times speed, and converted from per-second to per-tick time bot.SetAbsOrigin(bot_pos + (move_dir * move_speed * FrameTime())) // Visualize current path in debug mode if (debug) { // Stay around for 1 tick // Debugoverlays are created on 1st tick but start rendering on 2nd tick, hence this must be doubled local frame_time = FrameTime() * 2.0 // Draw connected path points local path_start_index = path_index if (path_start_index == 0) path_start_index++ for (local i = path_start_index; i < path_count; i++) { DebugDrawLine(path[i - 1].pos, path[i].pos, 0, 255, 0, true, frame_time) } // Draw areas from built path foreach (name, area in area_list) { area.DebugDrawFilled(255, 0, 0, 30, frame_time, true, 0.0) DebugDrawText(area.GetCenter(), name, false, frame_time) } // Left trace DebugDrawLine(left_trace.start, left_trace.end, left_trace.hit ? 0 : 255, left_trace.hit ? 255 : 0, 0, true, frame_time) // Right trace DebugDrawLine(right_trace.start, right_trace.end, right_trace.hit ? 0 : 255, right_trace.hit ? 255 : 0, 0, true, frame_time) } return true } function Update() { bot_pos = bot.GetOrigin() // Try moving if (Move()) { // Moving, set the run animation if (bot.GetSequence() != seq_run) { bot.SetSequence(seq_run) bot.SetPoseParameter(pose_move_x, 1.0) // Set the move_x pose to max weight } } else { // Not moving, set the idle animation if (bot.GetSequence() != seq_idle) { bot.SetSequence(seq_idle) bot.SetPoseParameter(pose_move_x, 0.0) // Clear the move_x pose } // If the bot is standing still, look at the target instead of the path points if (path_follow_ent && path_follow_ent.IsValid()) SetDirection(path_follow_ent.GetOrigin()) } // Rotating the bot // Approach new desired angle but only on the Y axis local bot_ang = bot.GetAbsAngles() bot_ang.y = ApproachAngle(move_ang.y, bot_ang.y, turn_rate) // Set our new angles bot.SetAbsAngles(bot_ang) // Replay animation if it has finished if (bot.GetCycle() > 0.99) bot.SetCycle(0.0) // Run animations bot.StudioFrameAdvance() bot.DispatchAnimEvents(bot) return -1 // Think again next frame } function OnKilled() { // Change life state to "dying" // The bot won't take any more damage, and sentries will stop targeting it NetProps.SetPropInt(bot, "m_lifeState", LIFE_DYING) // For this example, turn into a ragdoll with the saved damage force bot.BecomeRagdollOnClient(damage_force) // Stop pathfinding AddThinkToEnt(bot, null) // Custom death behavior can be added here } bot = null // The bot entity we belong to locomotion = null // Bot's locomotion interface health = null // Manual track of health to prevent default base_boss death behavior move_speed = null // How fast to move turn_rate = null // How fast to turn search_dist_z = null // Maximum distance to look for a nav area downwards search_dist_nearest = null // Maximum distance to look for any nearby nav area bot_pos = null // Origin of the bot move_pos = null // Current target destination (path point) move_dir = null // Current move direction move_ang = null // Current move direction in angle form path = null // List of BotPathPoints path_index = null // Current path point bot is at, -1 if none path_count = null // Number of path points path_follow_ent = null // What entity to move towards path_follow_ent_dist = null // Maximum distance after which the path is recomputed // if target entity's current position is too far from our target position path_closest_distance = null // The closest the bot can get to an entity before stopping // required to not push the entity when we get too close path_reach_dist = null // Distance to a path point to be considered as 'reached' path_target_pos = null // Position where bot wants to navigate to path_update_time_next = null // Timer for when to update path again path_update_time_delay = null // Seconds to wait before trying to attempt to update path again area_list = null // List of areas built in path seq_idle = null // Animation to use when idle seq_run = null // Animation to use when running pose_move_x = null // Pose parameter to set for running animation damage_force = null // Damage force from the bot's last OnTakeDamage event debug = null // When true, debug visualization is enabled } ::BotCreate <- function() { // Find point where player is looking local player = GetListenServerHost() local eye_pos = player.EyePosition() local trace = { start = eye_pos, end = eye_pos + (player.EyeAngles().Forward() * 32768.0), ignore = player } if (!TraceLineEx(trace)) { printl("Invalid bot spawn location") return null } // Spawn bot at the end point and start following the player return Bot(trace.pos, player) } // event listener (see Listening for Events example) CollectEventsInScope ({ function OnScriptHook_OnTakeDamage(params) { local victim = params.const_entity local scope = victim.GetScriptScope() if (victim.IsPlayer() && "bot_brain" in params.inflictor.GetScriptScope() && params.damage_type == DMG_CRUSH) { // Don't crush the player if a bot pushes them into a wall params.damage = 0 } if ("bot_brain" in scope) { // Save the damage force into the bot's data scope.bot_brain.damage_force = params.damage_force } } function OnGameEvent_npc_hurt(params) { local victim = EntIndexToHScript(params.entindex) local scope = victim.GetScriptScope() if ("bot_brain" in scope) { // Substract the damage dealt from our manual health track scope.bot_brain.health -= params.damageamount // Check if a bot is about to die if (scope.bot_brain.health <= 0) { // Run the bot's OnKilled function scope.bot_brain.OnKilled() } } } }) ::LastBot <- BotCreate() // to dynamically change the bot's destination you can write the following in the console // script LastBot.SetDestination(Vector(100.0, 100.0, 0.0)) // script LastBot.SetDestination(GetListenServerHost()) // script LastBot.SetDestination(GetListenServerHost().GetOrigin()) // etc
See also
- Team Fortress 2 List of Team Fortress 2 Script Functions
- List of Script Libraries, these can also be useful as examples
- (WIP) Community Contributions, Contributions submitted by TF2Maps