Grimwar/Entities/logic script
Configure a reusable VSig module in the map.
Placement: Logic host.
Set it up
Select its Library asset, Module Name, and optional Alias. Enable Bind To Hierarchy when its local refs should find descendants of this object. Arguments use name=VSig expression; each name must be unique. In reusable prefabs, {id} in an alias expands to the instance identity. This is an authoring host: the compiler expands it into a module instance and it has no runtime entity of its own. Call the module alias and its declared inputs.
Settings
These are the initial authoring values. Script inputs and runtime state are listed separately below.
| Setting | Default | Meaning and choices |
|---|---|---|
libraryLibrary |
None |
Select a .vsiglib asset containing the module. Reference: text.
|
module_nameModule Name |
Empty |
Value type: string.
|
aliasAlias |
Empty |
Optional VSig alias. Empty uses the GameObject name; {id} expands to this entity's stable ID for reusable instances. |
bind_to_hierarchyBind To Hierarchy |
false |
Scope module refs to this GameObject hierarchy. Disable for pure logic modules. |
argumentsModule arguments |
[] |
Each entry is name=VSig expression, for example speed=4 or door=@entrance. Names must be unique. Ordered list. |
ignore_nav_meshIgnore Nav Mesh |
false |
Exclude this entity from navigation-mesh building. This does not disable its gameplay collision. |
VSig contract
The module supplies its own inputs, outputs, and state. Although the marker catalog inherits kill and killed, this authoring host does not create a runtime entity and those members are not usable on the host. See Spatial modules and logic_script.