1/6/2024 0 Comments Eventscripts commands csgoScript handle class for the CS:GO players. Returns true if the player is in noclip mode. Returns the instance of the scene entity at the specified index. Returns the instance of the oldest active scene entity (if any). Sets the models bodygroup value by index. Void SetBodygroup(int groupIndex, int value) Int LookupAttachment(string attachmentName) Get the attachment ID's angles as a pitch, yaw, roll vector.Īsk whether the main sequence is done playing. Script handle class for animating entities such as props. This is called during entity spawning and after restore to allow scripts to precache any resources they need. This is called after the entity has spawned. Setting it to true allows the entity to process the input, while false cancels it. The function needs to return a boolean value. The name of the function needs to be Input followed by the name of the input in CamelCase, for example InputFireUser1 for the FireUser1 input. If one of these functions are declared in an Entity Script, the entity will run this function automatically in the appropriate situation.Ĭalled when the entity receives an input from the I/O system. "Teleports" the entity.Įnsure that an entity's script scope has been created. Sets entity forward vector in local space.Ĭhanges the model of the entity. Set the local angular velocity - takes float pitch, yaw, roll velocities. Void SetAngularVelocity(float pitch, float yaw, float roll) Set entity local angles ( pitch, yaw, roll). Void SetAngles(float pitch, float yaw, float roll) Void PrecacheSoundScript(string soundscript) Void PrecacheScriptSound(string soundname) Return the next entity in the same movement hierarchy. Whether the handle belongs to a valid entity. Get the up vector of the entity in world space. Retrieve the table storing the Entity Script data associated with this entity.įloat GetSoundDuration(string soundname, string actormodel) Returns the thinkfunction keyvalue of the entity. If in hierarchy, walks up the hierarchy to find the root parent. This is the &048 suffix added by templates that do not preserve the entity name. Get the entity name stripped of template unique decoration. If in hierarchy, retrieves the entity's parent. Returns the value of the entity's model keyvalue or "". Note that this is not the keyvalues of the entity itself. Returns the $keyvalues block of the entity's model as a #CScriptKeyValues object. Get the right vector of the entity in world space. Get the forward vector of the entity in world space. Get vector to center of object in world space. Get a vector containing min bounds, centered on object, taking the object's orientation into account. Get a vector containing min bounds in local space. Get a vector containing max bounds, centered on object, taking the object's orientation into account. Get a vector containing max bounds in local space. Get the local angular velocity - returns a Vector of pitch, yaw, roll. Get the entity local angles ( pitch, yaw, roll) as a Vector object. If in hierarchy, get the first move child. Get vector to the eye position - absolute coordinates. Removes a connected script function from an I/O event. Void DisconnectOutput(string output, string function) Void ConnectOutput(string output, string function)Īdds an I/O connection that will call the named function when the specified output fires. activator and caller variables can be accessed on function calls.īool _KeyValueFromInt(string key, int value)īool _KeyValueFromFloat(string key, float value)īool _KeyValueFromString(string key, string value)īool _KeyValueFromVector(string key, Vector value) Entity scripts can use self to access their own script handle. All entities spawned have a script handle using this or one of its subclasses.Īll script handles in-game are accessible from Entities. This is a script handle class for entities. Provides access to spawned entities in the server. The official documentation can be printed in the console by setting developer to non-zero, loading a map, and executing script_help. This list contains the engine-related Squirrel classes, functions and variables available for VScript in Counter-Strike: Global Offensive.
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