Left 4 Dead 2 script functions
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This table is adapted from the list generated by the script_help
console command. Any changes are welcome.
Function | Signature | Description |
---|---|---|
AddThinkToEnt | void AddThinkToEnt(handle, string) | Adds a late bound think function to the C++ think tables for the obj |
CDirector::ClearCachedBotQueries | void CDirector::ClearCachedBotQueries() | Mark all cached bot query results as invalid |
CDirector::ForceNextStage | void CDirector::ForceNextStage() | Push the ScriptedMode to next stage - i.e. request GNSS be called |
CDirector::GetAveragedSurvivorSpan | float CDirector::GetAveragedSurvivorSpan() | Get the distance between the lead and trailing survivors, smoothed over time |
CDirector::GetAveragedSurvivorSpeed | float CDirector::GetAveragedSurvivorSpeed() | Get the rate at which the lead survivor is moving along the flow, smoothed over time |
CDirector::GetCommonInfectedCount | int CDirector::GetCommonInfectedCount() | Returns number fo infected currently spawned |
CDirector::GetFurthestSurvivorFlow | float CDirector::GetFurthestSurvivorFlow() | Get the maximum distance along the flow that the survivors have reached |
CDirector::GetGameMode | string CDirector::GetGameMode() | Get the current game mode |
CDirector::GetHoldoutCooldownEndTime | float CDirector::GetHoldoutCooldownEndTime() | Get the end time of the cooldown timer |
CDirector::GetPendingMobCount | int CDirector::GetPendingMobCount() | Returns tnumber of infected waiting to spawn |
CDirector::HasAnySurvivorLeftSafeArea | bool CDirector::HasAnySurvivorLeftSafeArea() | True when one or more survivors have left the starting safe area |
CDirector::IsAnySurvivorInCombat | bool CDirector::IsAnySurvivorInCombat() | Returns true if any survivor recently dealt or took damage |
CDirector::IsPlayingOnConsole | bool CDirector::IsPlayingOnConsole() | Return true if game is running on a console (such as Xbox 360) |
CDirector::IsSinglePlayerGame | bool CDirector::IsSinglePlayerGame() | Return true if game is in single player |
CDirector::IsTankInPlay | bool CDirector::IsTankInPlay() | Returns true if any tanks are aggro on survivors |
CDirector::L4D1SurvivorGiveItem | void CDirector::L4D1SurvivorGiveItem() | Let the L4D1 survivors know that now is a good time to give the players an item |
CDirector::PlayMegaMobWarningSounds | void CDirector::PlayMegaMobWarningSounds() | Plays a horde scream sound and asks survivors to speak 'incoming horde' lines |
CDirector::ResetMobTimer | void CDirector::ResetMobTimer() | Trigger a mob as soon as possible when in BUILD_UP |
CDirector::ResetSpecialTimers | void CDirector::ResetSpecialTimers() | Reset all special timers (by type and by slot) so that hopefully mobs will spawn asap |
CDirector::SetHoldoutCooldownEndTime | void CDirector::SetHoldoutCooldownEndTime(float) | Set the end time of the cooldown timer |
CDirector::UserDefinedEvent1 | void CDirector::UserDefinedEvent1() | generic user defined event fired from a squirrel script |
CDirector::UserDefinedEvent2 | void CDirector::UserDefinedEvent2() | generic user defined event fired from a squirrel script |
CDirector::UserDefinedEvent3 | void CDirector::UserDefinedEvent3() | generic user defined event fired from a squirrel script |
CDirector::UserDefinedEvent4 | void CDirector::UserDefinedEvent4() | generic user defined event fired from a squirrel script |
CEntities::FindByClassname | handle CEntities::FindByClassname(handle, string) | Find entities by class name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search |
CEntities::FindByClassnameNearest | handle CEntities::FindByClassnameNearest(string, Vector, float) | Find entities by class name nearest to a point. |
CEntities::FindByClassnameWithin | handle CEntities::FindByClassnameWithin(handle, string, Vector, float) | Find entities by class name within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search |
CEntities::FindByModel | handle CEntities::FindByModel(handle, string) | Find entities by model name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search |
CEntities::FindByName | handle CEntities::FindByName(handle, string) | Find entities by name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search |
CEntities::FindByNameNearest | handle CEntities::FindByNameNearest(string, Vector, float) | Find entities by name nearest to a point. |
CEntities::FindByNameWithin | handle CEntities::FindByNameWithin(handle, string, Vector, float) | Find entities by name within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search |
CEntities::FindByTarget | handle CEntities::FindByTarget(handle, string) | Find entities by targetname. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search |
CEntities::FindInSphere | handle CEntities::FindInSphere(handle, Vector, float) | Find entities within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search |
CEntities::First | handle CEntities::First() | Begin an iteration over the list of entities |
CEntities::Next | handle CEntities::Next(handle) | Continue an iteration over the list of entities, providing reference to a previously found entity |
CNavMesh::UnblockRescueVehicleNav | void CNavMesh::UnblockRescueVehicleNav() | Unblock the rescue vehicle nav areas so bots can path through them |
CNetPropManager::GetPropArraySize | int CNetPropManager::GetPropArraySize(handle, string) | Arguments: ( entity, propertyName ) |
CNetPropManager::GetPropEntity | handle CNetPropManager::GetPropEntity(handle, string) | Arguments: ( entity, propertyName ) - returns an entity |
CNetPropManager::GetPropEntityArray | handle CNetPropManager::GetPropEntityArray(handle, string, int) | Arguments: ( entity, propertyName, arrayElement ) - returns an entity |
CNetPropManager::GetPropFloat | float CNetPropManager::GetPropFloat(handle, string) | Arguments: ( entity, propertyName ) |
CNetPropManager::GetPropFloatArray | float CNetPropManager::GetPropFloatArray(handle, string, int) | Arguments: ( entity, propertyName, arrayElement ) |
CNetPropManager::GetPropInt | int CNetPropManager::GetPropInt(handle, string) | Arguments: ( entity, propertyName ) |
CNetPropManager::GetPropIntArray | int CNetPropManager::GetPropIntArray(handle, string, int) | Arguments: ( entity, propertyName, arrayElement ) |
CNetPropManager::GetPropString | string CNetPropManager::GetPropString(handle, string) | Arguments: ( entity, propertyName ) |
CNetPropManager::GetPropStringArray | string CNetPropManager::GetPropStringArray(handle, string, int) | Arguments: ( entity, propertyName, arrayElement ) |
CNetPropManager::GetPropType | string CNetPropManager::GetPropType(handle, string) | Arguments: ( entity, propertyName ) - return the prop type as a string |
CNetPropManager::GetPropVector | Vector CNetPropManager::GetPropVector(handle, string) | Arguments: ( entity, propertyName ) |
CNetPropManager::GetPropVectorArray | Vector CNetPropManager::GetPropVectorArray(handle, string, int) | Arguments: ( entity, propertyName, arrayElement ) |
CNetPropManager::HasProp | bool CNetPropManager::HasProp(handle, string) | Arguments: ( entity, propertyName ) |
CNetPropManager::SetPropEntity | void CNetPropManager::SetPropEntity(handle, string, handle) | Arguments: ( entity, propertyName, value ) |
CNetPropManager::SetPropEntityArray | void CNetPropManager::SetPropEntityArray(handle, string, handle, int) | Arguments: ( entity, propertyName, value, arrayElement ) |
CNetPropManager::SetPropFloat | void CNetPropManager::SetPropFloat(handle, string, float) | Arguments: ( entity, propertyName, value ) |
CNetPropManager::SetPropFloatArray | void CNetPropManager::SetPropFloatArray(handle, string, float, int) | Arguments: ( entity, propertyName, value, arrayElement ) |
CNetPropManager::SetPropInt | void CNetPropManager::SetPropInt(handle, string, int) | Arguments: ( entity, propertyName, value ) |
CNetPropManager::SetPropIntArray | void CNetPropManager::SetPropIntArray(handle, string, int, int) | Arguments: ( entity, propertyName, value, arrayElement ) |
CNetPropManager::SetPropString | void CNetPropManager::SetPropString(handle, string, string) | Arguments: ( entity, propertyName, value ) |
CNetPropManager::SetPropStringArray | void CNetPropManager::SetPropStringArray(handle, string, string, int) | Arguments: ( entity, propertyName, value, arrayElement ) |
CNetPropManager::SetPropVector | void CNetPropManager::SetPropVector(handle, string, Vector) | Arguments: ( entity, propertyName, value ) |
CNetPropManager::SetPropVectorArray | void CNetPropManager::SetPropVectorArray(handle, string, Vector, int) | Arguments: ( entity, propertyName, value, arrayElement ) |
ClearSavedTables | void ClearSavedTables() | Remove all saved tables |
CommandABot | bool CommandABot(handle) | Pass table - Inputs: bot, target, pos, cmd -- cmd BOT_CMD_MOVE, _ATTACK, _RETREAT, _RESET |
Convars::GetClientConvarValue | string Convars::GetClientConvarValue(string, int) | GetClientConvarValue(name) : returns the convar value for the entindex as a string. |
Convars::GetFloat | <unknown> Convars::GetFloat(string) | GetFloat(name) : returns the convar as a float. May return null if no such convar. |
Convars::GetStr | <unknown> Convars::GetStr(string) | GetFloat(name) : returns the convar as a string. May return null if no such convar. |
Convars::SetValue | void Convars::SetValue(string, <unknown>) | SetValue(name, value) : sets the value of the convar. Supported types are bool, int, float, string. |
DebugDrawBox | void DebugDrawBox(Vector, Vector, Vector, int, int, int, int, float) | Draw a debug overlay box |
DebugDrawBoxDirection | void DebugDrawBoxDirection(Vector, Vector, Vector, Vector, Vector, float, float) | Draw a debug forward box (cent, min, max, forward, vRgb, a, duration) |
DebugDrawCircle | void DebugDrawCircle(Vector, Vector, float, float, bool, float) | Draw a debug circle (center, rad, vRgb, a, ztest, duration) |
DebugDrawClear | void DebugDrawClear() | Try to clear all the debug overlay info |
DebugDrawLine | void DebugDrawLine(Vector, Vector, int, int, int, bool, float) | Draw a debug overlay line |
DebugDrawLine_vCol | void DebugDrawLine_vCol(Vector, Vector, Vector, bool, float) | Draw a debug line using color vec (start, end, vRgb, a, ztest, duration) |
DebugDrawScreenTextLine | void DebugDrawScreenTextLine(float, float, int, string, int, int, int, int, float) | Draw text with a line offset |
DebugDrawText | void DebugDrawText(Vector, string, bool, float) | Draw text in 3d (origin, text, bViewCheck, duration) |
Decider::AddRule | bool Decider::AddRule(handle) | AddRule(CRule) : Add a CRule object (defined in rulescript_base.nut) |
Decider::FindAllMatches | handle Decider::FindAllMatches(handle, float) | Binding_FindAllMatches(query,leeway) : Returns an array of all matching responses. If leeway is nonzero, all results scoring within 'leeway' of the best score return. |
Decider::FindBestMatch | handle Decider::FindBestMatch(handle) | Binding_FindBestMatch(query) : Query the database and return the best result found. If multiple of equal score found, an arbitrary one returns. |
DoIncludeScript | bool DoIncludeScript(string, handle) | Execute a script (internal) |
DropFire | void DropFire(Vector) | Drop a fire pool from the specified location |
DropSpit | void DropSpit(Vector) | Drop a spit pool from the specified location |
EmitSoundOn | void EmitSoundOn(string, handle) | Play named sound on Entity |
EmitSoundOnClient | void EmitSoundOnClient(string, handle) | Play named sound only on the client for the passed in player |
EntFire | function EntFire(target, action, value, delay, activator) | Generate and entity i/o event |
EntIndexToHScript | handle EntIndexToHScript(int) | Turn an entity index integer to an HScript representing that entity's script instance. |
FileToString | string FileToString(string) | Reads a string from a file to send to script |
FireGameEvent | bool FireGameEvent(string, handle) | Fire a game event to a listening callback function in script. Parameters are passed in a squirrel table. |
GetAverageSurvivorFlowDistance | float GetAverageSurvivorFlowDistance() | Gets the average flow distance of all the survivors. |
GetCharacterDisplayName | string GetCharacterDisplayName(handle) | Return null if not a survivor, else the survivors 'real name' |
GetCurrentFlowDistanceForPlayer | float GetCurrentFlowDistanceForPlayer(handle) | Gets the distance of how far the given player has made it to the goal. |
GetCurrentFlowPercentForPlayer | float GetCurrentFlowPercentForPlayer(handle) | Gets the percentage of how far the given player has made it to the goal. |
GetFlowDistanceForPosition | float GetFlowDistanceForPosition(Vector) | Gets distance from the start of the map for a given position. |
GetFlowPercentForPosition | float GetFlowPercentForPosition(Vector, bool) | Gets the percent of where in the flow a given position is. |
GetFrameCount | int GetFrameCount() | Returns the engines current frame count |
GetFriction | float GetFriction(handle) | Returns the Friction on a player entity, meaningless if not a player |
GetInfectedStats | void GetInfectedStats(handle) | Fill passed in table with current stats about infected in the world |
GetInvTable | void GetInvTable(handle, handle) | Put Player's inventory data into a passed in table |
GetMaxFlowDistance | float GetMaxFlowDistance() | Gets the max flow distance for the entire map. |
GetPhysAngularVelocity | Vector GetPhysAngularVelocity(handle) | Get Angular Velocity for VPHYS or normal object |
GetPhysVelocity | Vector GetPhysVelocity(handle) | Get Velocity for VPHYS or normal object |
GetPlayerFromCharacter | handle GetPlayerFromCharacter(int) | Given a character type, return the entity, or null |
GetPlayerFromUserID | handle GetPlayerFromUserID(int) | Given a user id, return the entity, or null |
HUDManageTimers | void HUDManageTimers(int, int, float) | anage the system timers |
HUDPlace | void HUDPlace(int, float, float, float, float) | Place the HUD element for Slot at X,Y,W,H |
HUDReadTimer | float HUDReadTimer(int) | Read value from a system timer |
HUDSetLayout | void HUDSetLayout(handle) | Pass the HUD definition table for your mode |
IsPlayerABot | bool IsPlayerABot(handle) | Is this player/entity a bot |
PickupObject | void PickupObject(handle, handle) | Have a player pickup a nearby named entity |
PlayerInstanceFromIndex | handle PlayerInstanceFromIndex(int) | Get a script instance of a player by index. |
PrecacheEntityFromTable | bool PrecacheEntityFromTable(handle) | Precache an entity from KeyValues in table |
RandomFloat | float RandomFloat(float, float) | Generate a random floating point number within a range, inclusive |
RandomInt | int RandomInt(int, int) | Generate a random integer within a range, inclusive |
ReapplyInfectedFlags | void ReapplyInfectedFlags(int, handle) | Apply passed flags to passed infected or all commons if 2nd param is null |
RegisterScriptGameEventListener | void RegisterScriptGameEventListener(string) | Register as a listener for a game event from script. |
ReloadMOTD | void ReloadMOTD() | Reloads the MotD file |
RestoreTable | void RestoreTable(string, handle) | Put saved data back into the passed in table |
RotateOrientation | QAngle RotateOrientation(QAngle, QAngle) | Rotate a QAngle by another QAngle. |
RotatePosition | Vector RotatePosition(Vector, QAngle, Vector) | Rotate a Vector around a point. |
SaveTable | void SaveTable(string, handle) | Save the passed in table |
Say | void Say(handle, string, bool) | Have Entity say string, and teamOnly or not |
SendToConsole | void SendToConsole(string) | Send a string to the console as a client command |
SendToServerConsole | void SendToServerConsole(string) | Send a string to the console as a server command |
ShowMessage | void ShowMessage(string) | Print a hud message on all clients |
SpawnEntityFromTable | handle SpawnEntityFromTable(string, handle) | Spawn entity from KeyValues in table - 'name' is entity name, rest are KeyValues for spawn. |
SpawnEntityGroupFromTable | bool SpawnEntityGroupFromTable(handle) | Hierarchically spawn an entity group from a set of spawn tables. |
StartAssault | void StartAssault() | Tells all existing nextbots to swap into assault mode and not hide/dither/loiter |
StopSoundOn | void StopSoundOn(string, handle) | Stop named sound on Entity |
StringToFile | bool StringToFile(string, string) | Store a string to a file for later reading |
Time | float Time() | Get the current server time |
TraceLine | bool TraceLine(handle) | Pass table - Inputs: start, end, mask, ignore -- outputs: pos, fraction, hit, enthit, startsolid |
UniqueString | function UniqueString(string) | Generate a string guaranteed to be unique across the life of the script VM, with an optional root string. Useful for adding data to tables when not sure what keys are already in use in that table. |
ZSpawn | bool ZSpawn(handle) | Does a z_spawn like spawn based on an input table |
rr_AddDecisionRule | bool rr_AddDecisionRule(handle) | Add a rule to the decision database. |
rr_CommitAIResponse | bool rr_CommitAIResponse(handle, handle) | Commit the result of QueryBestResponse back to the given entity to play. Call with params (entity, airesponse) |
rr_GetResponseTargets | handle rr_GetResponseTargets() | Retrieve a table of all available expresser targets, in the form { name : handle, name: handle }. |
rr_QueryBestResponse | handle rr_QueryBestResponse(handle, handle) | Params: (entity, query) : tests 'query' against entity's response system and returns the best response found (or null if none found). |