Kerouha
Kerouha
Described function is defined in a .nut script, which is (my best educated guess) done "before gameplay", then supposed to be called by various scripts during gameplay. The script file...
Turning `CommandIssued` into an empty native function and calling it from VScript seems to work fine in my case.
1. So how can one read an array from global table? For example, if one is defined during game: `::_array
Ok, so creating an empty class function worked in my case. In L4D2, `CallScriptFunction` can call global functions, at least when initiated from vscript: ```c DoEntFire("!self", "CallScriptFunction", "SomeGlobalFunction", 0.0, null,...
About class functions, I'm not sure when/where one should create and register these. According to #7, we probably can't do it on `OnScriptVMInitialized/OnAllPluginsLoaded` I've tried creating them a frame after...
Quick test attempt to load vscript_test.smx crashed both game in singleplayer, and dedicated server. I use vscript.smx v1.9.1.87 Also from experience, resetting script VM tends to break vscript mods (and...
If possible, would be nice to have something like `VScript_OnRegisterClass(const char[] className)` For now, I guess I'll redo `Entity.DoTeleport(vecPos)` into global `TeleportEntity(iEnt, fPosX, fPosY, fPosZ)`
Continuing on vectors theme, is this just not possible for now? ```c Action CmdTestPathW(int client, int args) { static float vPos[3], fDistance; static int iTarget, iSprite; iTarget = GetCmdArgInt(1); fDistance...