Counter-Strike: Source Events
From AlliedModders Wiki
- Refer back to Game Events (Source) for more events.
All cstrike mod events can be found in cstrike\resource\modevents.res
player_death
Note: When a client dies
| Name: | player_death | ||||||||||||
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player_hurt
Note: When a client is damaged
| Name: | player_hurt | ||||||||||||||||||||||||
| Structure: |
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bomb_beginplant
Note: When the bomb is starting to get planted
| Name: | bomb_beginplant | ||||||
| Structure: |
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bomb_abortplant
Note: When the bomb planter stops planting the bomb
| Name: | bomb_abortplant | ||||||
| Structure: |
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bomb_planted
Note: When the bomb has been planted
| Name: | bomb_planted | ||||||||||||
| Structure: |
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bomb_defused
Note: When the bomb has been defused
| Name: | bomb_defused | ||||||
| Structure: |
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bomb_exploded
Note: When the bomb explodes
| Name: | bomb_exploded | ||||||
| Structure: |
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bomb_dropped
Note: When the bomb is dropped by a client
| Name: | bomb_dropped | |||
| Structure: |
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bomb_pickup
Note: When the bomb is picked up by a client
| Name: | bomb_pickup | |||
| Structure: |
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bomb_begindefuse
Note: When the bomb is started to be defused
| Name: | bomb_begindefuse | ||||||
| Structure: |
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bomb_abortdefuse
Note: When the bomb defusal is stopped
| Name: | bomb_abortdefuse | |||
| Structure: |
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hostage_follows
Note: When the hostage begins following a client
| Name: | hostage_follows | ||||||
| Structure: |
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hostage_hurt
Note: When a hostage is damaged
| Name: | hostage_hurt | ||||||
| Structure: |
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hostage_killed
Note: When a hostage is killed
| Name: | hostage_killed | ||||||
| Structure: |
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hostage_rescued
Note: When a hostage is rescued
| Name: | hostage_rescued | |||||||||
| Structure: |
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hostage_stops_following
Note: When a hostage stops following a client
| Name: | hostage_stops_following | ||||||
| Structure: |
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hostage_rescued_all
Note: When all the hostages are rescued
| Name: | hostage_rescued_all | |||
| Structure: |
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hostage_call_for_help
Note: When the hostage calls for help
| Name: | hostage_call_for_help | |||
| Structure: |
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vip_escaped
Note: When the VIP escapes
| Name: | vip_escaped | |||
| Structure: |
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vip_killed
Note: When the VIP is killed
| Name: | vip_killed | ||||||
| Structure: |
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player_radio
Note: When the player uses radio commands
| Name: | player_radio | ||||||
| Structure: |
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bomb_beep
Note: Every time the bomb beep sound happens
| Name: | bomb_beep | |||
| Structure: |
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weapon_fire
Note: Every time a client fires their weapon
| Name: | weapon_fire | ||||||
| Structure: |
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weapon_fire_on_empty
Note: Every time a client fires their weapon and it's empty
| Name: | weapon_fire_on_empty | ||||||
| Structure: |
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weapon_reload
Note: Every time a client reloads their weapon
| Name: | weapon_reload | |||
| Structure: |
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weapon_zoom
Note: Every time a client zooms a scoped weapon
| Name: | weapon_zoom | |||
| Structure: |
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item_pickup
Note: Every time an item is picked up (generally weapons)
| Name: | item_pickup | ||||||
| Structure: |
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grenade_bounce
Note: Every time a grenade bounces
| Name: | grenade_bounce | |||
| Structure: |
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hegrenade_detonate
Note: Every time a hegrenade explodes
| Name: | hegrenade_detonate | ||||||||||||
| Structure: |
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flashbang_detonate
Note: Every time a flashbang detonates
| Name: | flashbang_detonate | ||||||||||||
| Structure: |
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smokegrenade_detonate
Note: Every time a smokegrenade detonates
| Name: | smokegrenade_detonate | ||||||||||||
| Structure: |
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bullet_impact
Note: Every time a bullet hits something
| Name: | bullet_impact | ||||||||||||
| Structure: |
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player_footstep
Note: Every time a player takes a step
| Name: | player_footstep | |||
| Structure: |
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player_jump
Note: Every time a player jumps
| Name: | player_jump | |||
| Structure: |
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player_blind
Note: Every time a player is blinded by a flashbang
| Name: | player_blind | |||
| Structure: |
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player_falldamage
Note: Every time a player takes damage due to a fall
| Name: | player_falldamage | ||||||
| Structure: |
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door_moving
Note: Every time a door is put in motion (opened)
| Name: | door_moving | ||||||
| Structure: |
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round_freeze_end
Note: When the round's mp_freezetime is up
| Name: | round_freeze_end | |||
| Structure: |
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nav_blocked
Note: Guess: Called when an area is blocked by the nav of a map
| Name: | nav_blocked | ||||||
| Structure: |
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nav_generate
Note: Called when a nav file does not exist for a map and bots are added
| Name: | nav_generate | |||
| Structure: |
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