Coding & Scripting in TF2

Chrazini

L1: Registered
Aug 22, 2015
4
2
My friend and I has been mapping for CS:GO for a while, and as many of you probably know, you can use vscripts to create interesting stuff in your levels.

However, mapping for TF2 is a bit different. We know vscripting is out of the picture, but is there any kind of scripting going on in TF2, that you can ship with a custom level? Something you can compile into the BSP file.
Any alternative maybe?

Thanks in advance :)
 

henke37

aa
Sep 23, 2011
2,075
515
Yes, you still get to specify entities to instantiate in the map and the I/O connections between them.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
As far as I know how to make, I can make scripted explosions using capture points, dynamic free event, I have no clue
 
Mar 23, 2013
1,013
347
While all input/output interaction between entities is concidered scripting I think, I don't think this is what he is looking for. He already has this in csgo mapping after all.
 

Chrazini

L1: Registered
Aug 22, 2015
4
2
I am well aware of I/O connections between entities. However they can be quite limiting at times.
I'm guessing there nothing available in the old engine that allows for coding.

Thanks for your replies.
 

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
I've heard vscripts in Left 4 Dead 2 can enforce a mutation or something like that.