Left 4 Dead 2 Events

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Refer back to Game Events (Source) for more events.

Contents

player_death

Note: a game event, name may be 32 charaters long; this extents the original player_death by a new fields

Name: player_death
Structure:
short userid user ID who died
long entityid entity ID who died, userid should be used first, to get the dead Player. Otherwise, it is not a player, so use this.
short attacker user ID who killed
string attackername What type of zombie, so we don't have zombie names
long attackerentid if killer not a player, the entindex of who killed. Again, use attacker first
string weapon weapon name killer used
bool headshot signals a headshot
bool attackerisbot is the attacker a bot
string victimname What type of zombie, so we don't have zombie names
bool victimisbot is the victim a bot
bool abort did the victim abort
long type damage type
float victim_x
float victim_y
float victim_z


player_hurt

Note: Registers all playable classes (Hunter, Smoker, Boomer, Tank, Survivors). See infected_hurt for Witch and Common Infected

Name: player_hurt
Structure:
1 local Not networked
short userid user ID who was hurt
short attacker user id who attacked
long attackerentid entity id who attacked, if attacker not a player, and userid therefore invalid
short health remaining health points
byte armor remaining armor points
string weapon weapon name attacker used, if not the world
short dmg_health damage done to health
byte dmg_armor damage done to armor
byte hitgroup hitgroup that was damaged
long type damage type


player_team

Note: player change his team

Name: player_team
Structure:
short userid user ID on server
byte team team id
byte oldteam old team id
bool disconnect team change because player disconnects
string name
bool isbot


player_bot_replace

Note: Bot replaced a player

Name: player_bot_replace
Structure:
short player user ID of the player
short bot user ID of the bot


bot_player_replace

Note: Player replaced a bot

Name: bot_player_replace
Structure:
short bot user ID of the bot
short player user ID of the player


player_afk

Note:

Name: player_afk
Structure:
short player user ID of the player


weapon_fire

Note:

Name: weapon_fire
Structure:
1 local don't network this, its way too spammy
short userid
string weapon used weapon name
short weaponid used weapon ID
short count number of bullets


weapon_fire_on_empty

Note:

Name: weapon_fire_on_empty
Structure:
1 local don't network this, its way too spammy
short userid
string weapon weapon name used
short count number of bullets


weapon_reload

Note:

Name: weapon_reload
Structure:
short userid
bool manual player manually started the reload


weapon_zoom

Note:

Name: weapon_zoom
Structure:
short userid


ability_use

Note:
Called: When an infected uses their ability
Issues: Doesn't fire for jockey

Name: ability_use
Structure:
short userid
string ability Classname of ability. Possible values:
  • ability_tongue
  • ability_vomit
  • ability_lunge
  • ability_spit
  • ability_charge
  • ability_throw

for the Smoker, Boomer, Hunter, Spitter, Charger and Tank respectively.

short context enum of the way it was used (different for each ability)


ammo_pickup

Note:

Name: ammo_pickup
Structure:
short userid The player who got some ammo from a weapon_ammo_spawner


item_pickup

Note:

Name: item_pickup
Structure:
short userid
string item either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'


golden_crowbar_pickup

Note:

Name: golden_crowbar_pickup
Structure:
short userid The player who picked up the crowbar


grenade_bounce

Note:

Name: grenade_bounce
Structure:
short userid


hegrenade_detonate

Note:

Name: hegrenade_detonate
Structure:
short userid
float x
float y
float z


bullet_impact

Note:

Name: bullet_impact
Structure:
short userid
float x
float y
float z


player_footstep

Note:

Name: player_footstep
Structure:
short userid


player_jump

Note:

Name: player_jump
Structure:
short userid


player_blind

Note:

Name: player_blind
Structure:
short userid


player_falldamage

Note:

Name: player_falldamage
Structure:
short userid Who got hurt
float damage for how much
short causer Who caused them to do so (if anyone)


player_ledge_grab

Note:

Name: player_ledge_grab
Structure:
short userid Who grabbed the ledge
short causer Who caused them to do so (if anyone)


player_ledge_release

Note:

Name: player_ledge_release
Structure:
short userid person who released from the ledge


door_moving

Note:

Name: door_moving
Structure:
long entindex
short userid


door_open

Note:

Name: door_open
Structure:
short userid Who opened the door
bool checkpoint Is the door a checkpoint door
bool closed Was the door closed when it started opening?


door_close

Note:

Name: door_close
Structure:
short userid Who closed the door
bool checkpoint Is the door a checkpoint door


door_unlocked

Note:

Name: door_unlocked
Structure:
short userid Who opened the door
bool checkpoint Is the door a checkpoint door


rescue_door_open

Note:

Name: rescue_door_open
Structure:
short userid Who opened the door
long entindex door that opened


waiting_checkpoint_door_used

Note: Someone tried to open a checkpoint door that is locked till everyone loads in

Name: waiting_checkpoint_door_used
Structure:
short userid player who tried to open it
long entindex door that was used


waiting_door_used_versus

Note: Someone tried to open a checkpoint door that is locked till everyone loads in

Name: waiting_door_used_versus
Structure:
short userid player who tried to open it
long entindex door that was used


waiting_checkpoint_button_used

Note: Someone tried to push a button that's locked until everyone is gathered

Name: waiting_checkpoint_button_used
Structure:
short userid player who tried to open it


success_checkpoint_button_used

Note: Someone pushed a button that's locked until everyone is gathered

Name: success_checkpoint_button_used
Structure:
short userid player who openned it


round_freeze_end

Note:

Name: round_freeze_end
Structure:
None None


round_start_pre_entity

Note:

Name: round_start_pre_entity
Structure:
None None


round_start_post_nav

Note:

Name: round_start_post_nav
Structure:
None None


nav_blocked

Note:

Name: nav_blocked
Structure:
long area
bool blocked


nav_generate

Note:

Name: nav_generate
Structure:
None None


round_end_message

Note:

Name: round_end_message
Structure:
byte winner winner team/user i
byte reason reson why team won
string message end round message


round_end

Note:

Name: round_end
Structure:
byte winner winner team/user i
byte reason reson why team won
string message end round message
float time


vote_ended

Note:

Name: vote_ended
Structure:
None None


vote_started

Note:

Name: vote_started
Structure:
string issue
string param1
string votedata
byte team
long initiator entity id of the player who initiated the vote
1 reliable this event is reliable


vote_changed

Note:

Name: vote_changed
Structure:
byte yesVotes
byte noVotes
byte potentialVotes


vote_passed

Note:

Name: vote_passed
Structure:
string details
string param1
byte team
1 reliable this event is reliable


vote_failed

Note:

Name: vote_failed
Structure:
byte team
1 reliable this event is reliable


vote_cast_yes

Note:

Name: vote_cast_yes
Structure:
byte team
long entityid entity id of the voter


vote_cast_no

Note:

Name: vote_cast_no
Structure:
byte team
long entityid entity id of the voter


infected_hurt

Note: Registers for non-playable classes (Common Infected, Witch). See player_hurt for other playable classes

Name: infected_hurt
Structure:
1 local don't network this, its way too spammy
short attacker player userid who attacked
long entityid entity id of infected
byte hitgroup hitgroup that was damaged
short amount how much damage was done
long type damage type


infected_death

Note:

Name: infected_death
Structure:
short attacker user ID who killed
short infected_id ID of the infected that died
short gender gender (type) of the infected
short weapon_id ID of the weapon used
bool headshot signals a headshot
bool minigun signals a minigun kill
bool blast signals a death from blast damage
bool submerged indicates the infected was submerged


hostname_changed

Note:

Name: hostname_changed
Structure:
string hostname


difficulty_changed

Note: It appears that strDifficulty is z_difficulty value

Name: difficulty_changed
Structure:
short newDifficulty
short oldDifficulty
string strDifficulty


finale_start

Note:

Name: finale_start
Structure:
short rushes


finale_rush

Note:

Name: finale_rush
Structure:
None None


finale_escape_start

Note:

Name: finale_escape_start
Structure:
None None


finale_vehicle_incoming

Note:

Name: finale_vehicle_incoming
Structure:
string campaign


finale_vehicle_ready

Note:

Name: finale_vehicle_ready
Structure:
string campaign


finale_vehicle_leaving

Note:

Name: finale_vehicle_leaving
Structure:
short survivorcount number of survivors that made it out


finale_win

Note:

Name: finale_win
Structure:
string map_name
short difficulty


mission_lost

Note: As in, the survivor team failed. Opposite of finale_win, but not necessarily during the finale.

Name: mission_lost
Structure:
None None


finale_radio_start

Note:

Name: finale_radio_start
Structure:
short health


finale_radio_damaged

Note:

Name: finale_radio_damaged
Structure:
short health


final_reportscreen

Note: Right before the final report screen comes up, let awards possibly fire

Name: final_reportscreen
Structure:
None None


map_transition

Note: When campaign cinematics start

Name: map_transition
Structure:
None None


player_transitioned

Note: When campaign cinematics end and player is transitioned to first person view

Name: player_transitioned
Structure:
short userid the person that just finished transitioning


heal_begin

Note:

Name: heal_begin
Structure:
short userid person doing the healing
short subject person being healed


heal_success

Note:

Name: heal_success
Structure:
short userid person doing the healing
short subject person being healed
short health_restored amount of health restored


heal_end

Note:
Issues: subject is broken for this event, it always appears to be the player doing the healing

Name: heal_end
Structure:
short userid person doing the healing
short subject person being healed


heal_interrupted

Note:

Name: heal_interrupted
Structure:
short userid person who was being healed, but moved.
short subject person being healed


ammo_pack_used

Note:

Name: ammo_pack_used
Structure:
short userid person giving the ammo
short subject person receiving ammo


give_weapon

Note:

Name: give_weapon
Structure:
short userid The giver of the weapon
short recipient The recipient of the weapon
short weapon The ID of the weapon given


pills_used

Note:

Name: pills_used
Structure:
short userid person who had the pills
short subject person swallowing the pills


pills_used_fail

Note:

Name: pills_used_fail
Structure:
short userid person who tried to use the pills


ammo_pack_used_fail_no_weapon

Note:

Name: ammo_pack_used_fail_no_weapon
Structure:
short userid person who tried to use the ammo pack
short subject person it failed to help


ammo_pack_used_fail_full

Note:

Name: ammo_pack_used_fail_full
Structure:
short userid person who tried to use the ammo pack
short subject person it failed to help


ammo_pack_used_fail_doesnt_use_ammo

Note:

Name: ammo_pack_used_fail_doesnt_use_ammo
Structure:
short userid person who tried to use the ammo pack
short subject person it failed to help


ammo_pile_weapon_cant_use_ammo

Note:

Name: ammo_pile_weapon_cant_use_ammo
Structure:
short userid person who tried to use an ammo pile with a grenade launcher


defibrillator_begin

Note:

Name: defibrillator_begin
Structure:
short userid person who is defibrillating.
short subject person being revived


defibrillator_used

Note:

Name: defibrillator_used
Structure:
short userid person who used the defibrillator
short subject person it helped


defibrillator_used_fail

Note:

Name: defibrillator_used_fail
Structure:
short userid person who tried to use the defibrillator
short subject person it failed to help


defibrillator_interrupted

Note:

Name: defibrillator_interrupted
Structure:
short userid person who was defibrillating, but moved.
short subject person being revived


upgrade_pack_begin

Note:

Name: upgrade_pack_begin
Structure:
short userid person who is deploying the pack


upgrade_pack_used

Note:

Name: upgrade_pack_used
Structure:
short upgradeid
short userid person who is deploying the pack


upgrade_item_already_used

Note:

Name: upgrade_item_already_used
Structure:
short userid person who tried to use an ammo upgrade twice
string upgradeclass classname of the upgrade we tried to use


upgrade_failed_no_primary

Note:

Name: upgrade_failed_no_primary
Structure:
short userid person who tried to use an upgrade without having a primary weapon
string upgrade name of the upgrade we tried to use, eg "INCENDIARY_AMMO"


dead_survivor_visible

Note:

Name: dead_survivor_visible
Structure:
short userid The player who sees the entity
long subject Entindex of the entity they see
short deadplayer user id of the dead player represented


adrenaline_used

Note:

Name: adrenaline_used
Structure:
short userid person who had and used the adrenaline


revive_begin

Note:

Name: revive_begin
Structure:
short userid person doing the reviving
short subject person being revived


revive_success

Note:

Name: revive_success
Structure:
short userid person doing the reviving
short subject person who was revived
bool lastlife person revived will die if they fall again
bool ledge_hang 1 if person revived was ledge hanging


revive_end

Note:

Name: revive_end
Structure:
short userid person doing the reviving
short subject person being revived
bool ledge_hang person is ledge hanging


drag_begin

Note:

Name: drag_begin
Structure:
short userid person doing the dragging
short subject person being dragged


drag_end

Note:

Name: drag_end
Structure:
short userid person doing the dragging
short subject person being dragged


player_incapacitated

Note: when a player becomes incapacitated. This is also called when a tank is killed.

Name: player_incapacitated
Structure:
short userid person who became incapacitated
short attacker user ID who made us incapacitated
long attackerentid if attacker not player, entindex of who made us incapacitated
string weapon weapon name attacker used
long type damage type


player_incapacitated_start

Note: when a player is about to become incapacitated, so you can see his last living state

Name: player_incapacitated_start
Structure:
short userid person who became incapacitated
short attacker user ID who made us incapacitated
long attackerentid if attacker not player, entindex of who made us incapacitated
string weapon weapon name attacker used
long type damage type


player_entered_start_area

Note: when a player spawns into the player start area

Name: player_entered_start_area
Structure:
short userid person who entered


player_first_spawn

Note: when a player spawns for the first time in a given mission

Name: player_first_spawn
Structure:
short userid person who spawned
string map_name
bool isbot


player_left_start_area

Note: when a player leaves the player start area

Name: player_left_start_area
Structure:
short userid person who left


player_left_safe_area

Note: when a player leaves the safe area

Name: player_left_safe_area
Structure:
short userid person who left
byte playercount


player_entered_checkpoint

Note: when a basecombatcharacter enters a checkpoint area

Name: player_entered_checkpoint
Structure:
short userid player who entered
long entityid If not a player, the entity index of the one entering
long door Entindex of the checkpoint door the player entered to get here.
long area
string doorname name of the entity they see


player_left_checkpoint

Note: when a player leaves a checkpoint area

Name: player_left_checkpoint
Structure:
short userid player who left
long entityid If not a player, the entity index of the one exiting
long area


player_shoved

Note:

Name: player_shoved
Structure:
short userid player index who was shoved
short attacker player index who attacked them


entity_shoved

Note:

Name: entity_shoved
Structure:
short entityid the entity index of the one who was shoved
short attacker player index who attacked them


player_jump_apex

Note:

Name: player_jump_apex
Structure:
short userid player who jumped


player_blocked

Note:

Name: player_blocked
Structure:
short userid player index who was trying to move
short blocker player index who kept them from moving


player_now_it

Note:

Name: player_now_it
Structure:
short userid Player who is now it
short attacker player that did the it-ing
bool exploded whether it was vomit or explosion
bool infected is the vomit infectious
bool by_boomer came from a boomer


player_no_longer_it

Note:

Name: player_no_longer_it
Structure:
short userid Player who is now no longer it


witch_harasser_set

Note:

Name: witch_harasser_set
Structure:
short userid Player who woke up the witch
long witchid Entindex of witch woken up
bool first First time the witch set a harasser


witch_spawn

Note:

Name: witch_spawn
Structure:
long witchid Entindex of witch spawning right now.


witch_killed

Note:

Name: witch_killed
Structure:
short userid Player who killed the witch
long witchid Entindex of witch that was killed.
bool oneshot TRUE if the Witch was killed with one shot
bool melee_only TRUE if the witch was only killed by melee attacks (no blast, burn, or bullet damage)
bool bride bride variant?


tank_spawn

Note:

Name: tank_spawn
Structure:
short userid User ID of the tank spawning now
long tankid Entindex of tank spawning right now.


melee_kill

Note:

Name: melee_kill
Structure:
short userid Player who bashed the infected
long entityid Entindex of infected what got killed
bool ambush Infected was unaware when killed


area_cleared

Note:

Name: area_cleared
Structure:
short userid person who cleared the area
long area id of the cleared area


award_earned

Note:

Name: award_earned
Structure:
short userid player who earned the award
long entityid client likes ent id
long subjectentid entity id of other party in the award, if any
short award id of award earned


tongue_grab

Note:

Name: tongue_grab
Structure:
short userid player who did the grabbing
short victim player that got grabbed


tongue_broke_bent

Note:

Name: tongue_broke_bent
Structure:
short userid Tongue owner


tongue_broke_victim_died

Note:

Name: tongue_broke_victim_died
Structure:
short userid Tongue owner


tongue_release

Note: Fired in all cases where the tongue releases a victim, whether choked or not, etc.

Name: tongue_release
Structure:
short userid The tongue owner
short victim The (now released) victim
long distance Distance the victim was dragged.


choke_start

Note:

Name: choke_start
Structure:
short userid The choker
short victim The person being choked


choke_end

Note:

Name: choke_end
Structure:
short userid The choker
short victim The person being choked


choke_stopped

Note:

Name: choke_stopped
Structure:
short userid Who stopped it
short victim And who was being choked
short smoker The tongue owner
short release_type How did it break?


tongue_pull_stopped

Note: Called when a smoker tongue is cleared on a dragging player. Includes cuts.

Name: tongue_pull_stopped
Structure:
short userid Who stopped it
short victim And who was being pulled
short smoker The tongue owner
short release_type How did it break?
long damage_type bullet, slash, chainsaw


lunge_shove

Note:

Name: lunge_shove
Structure:
short userid player who did the lunging
short victim player that got lunged


lunge_pounce

Note:

Name: lunge_pounce
Structure:
short userid player who did the lunging
short victim player that got lunged
long distance Distance from pounce start to contact
short damage


pounce_end

Note:

Name: pounce_end
Structure:
short userid Who stopped it
short victim And who was being pounced


pounce_stopped

Note:

Name: pounce_stopped
Structure:
short userid Who stopped it
short victim And who was being pounced


pounce_attempt_stopped

Note:

Name: pounce_attempt_stopped
Structure:
short userid Who stopped it
short weaponid used weapon ID


fatal_vomit

Note:

Name: fatal_vomit
Structure:
short userid Who vomited
short victim And who was killed or incapped


survivor_call_for_help

Note:

Name: survivor_call_for_help
Structure:
short userid The actual player entity who is awaiting rescue.
long subject SurvivorRescue entity representing the player who needs to be rescued from the closet (used for position)


survivor_rescued

Note:

Name: survivor_rescued
Structure:
short rescuer player that did the rescuing
short victim the survivor being rescued
long dooridx ent index of the rescue door


survivor_rescue_abandoned

Note:

Name: survivor_rescue_abandoned
Structure:
None None


relocated

Note:

Name: relocated
Structure:
short userid player who was relocated


respawning

Note:

Name: respawning
Structure:
short userid player who started respawning


tank_frustrated

Note:

Name: tank_frustrated
Structure:
short userid player who was culled


weapon_given

Note:

Name: weapon_given
Structure:
short userid player who got the weapon
short giver player that did the giving
short weapon weapon id given
short weaponentid weapon entity id


weapon_drop

Note:
Called: When an item is removed from a survivor's inventory
Related Events: Called before heal_success, defibrillator_used, upgrade_pack_used, but called after pills_used and adrenaline_used

Name: weapon_drop
Structure:
short userid player who dropped the weapon
string item either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'
short propid entindex of the dropped weapon


weapon_drop_to_prop

Note:

Name: weapon_drop_to_prop
Structure:
short userid player who dropped the weapon
string item weapon string "weapon_*"
short propid entindex of the dropped weapon


break_breakable

Note: Override from gameevents.res

Name: break_breakable
Structure:
short userid userid of breaker
long entindex entindex of thing breaking
byte material BREAK_GLASS, BREAK_WOOD, etc
bool hulkonly SF_BREAK_HULK_ONLY
short achievement tag to identify achievement on the client


achievement_earned

Note:

Name: achievement_earned
Structure:
byte player entindex of the player
short achievement achievement ID


spec_target_updated

Note:

Name: spec_target_updated
Structure:
None None


spawner_give_item

Note: A spawner has given a player an item (weapon, pills, ammo, health kit, etc)

Name: spawner_give_item
Structure:
short userid Item recipient
string item Name of item given
long spawner entindex of the spawner entity


create_panic_event

Note: A panic event has been created, though not necessarily started

Name: create_panic_event
Structure:
short userid player who was started the panic


explain_pills

Note:

Name: explain_pills
Structure:
long subject The weapon_pain_pills spawner that will be indicated


explain_weapons

Note:

Name: explain_weapons
Structure:
long subject The weapon_pain_pills spawner that will be indicated


entity_visible

Note:

Name: entity_visible
Structure:
short userid The player who sees the entity
long subject Entindex of the entity they see
string classname Classname of the entity they see
string entityname name of the entity they see


weapon_spawn_visible

Note:

Name: weapon_spawn_visible
Structure:
short userid The player who sees the entity
long subject Entindex of the entity they see
string weaponname weapon name, or "melee"
string subtype melee weapon name


boomer_near

Note:

Name: boomer_near
Structure:
short userid The boomer
short victim The survivor whom the boomer has gotten very close to


explain_pre_radio

Note: explain the rescue radio will remind you to ready for the finale

Name: explain_pre_radio
Structure:
short userid
long subject


started_pre_radio

Note: explain the rescue radio will remind you to ready for the finale

Name: started_pre_radio
Structure:
short userid
long subject


explain_radio

Note: explain the rescue radio will start the finale

Name: explain_radio
Structure:
short userid
long subject


explain_gas_truck

Note: explain how pulling the lever on the gas truck will start the finale

Name: explain_gas_truck
Structure:
short userid
long subject The lever


explain_panic_button

Note: explain that pressing this button will start a panic event.

Name: explain_panic_button
Structure:
short userid
long subject The panic button


explain_elevator_button

Note: explain how to operate the hospital elevator button.

Name: explain_elevator_button
Structure:
short userid
long subject The button


explain_lift_button

Note: explain how to operate the lift button.

Name: explain_lift_button
Structure:
short userid
long subject The lift button


explain_church_door

Note: explain how to provoke the crazy church guy.

Name: explain_church_door
Structure:
short userid
long subject The saferoom door


explain_emergency_door

Note: explain how to open the emergency door.

Name: explain_emergency_door
Structure:
short userid
long subject The door


explain_crane

Note: explain how to lower the box on the crane.

Name: explain_crane
Structure:
short userid
long subject The lever/button


explain_bridge

Note: explain how to close the gates to make a bridge.

Name: explain_bridge
Structure:
short userid
long subject The button


explain_gas_can_panic

Note: explain how to shoot the gas can.

Name: explain_gas_can_panic
Structure:
short userid
long subject The gas can


explain_van_panic

Note: explain how to start the van.

Name: explain_van_panic
Structure:
short userid
long subject The van


explain_mainstreet

Note: explain how to lower the forklift

Name: explain_mainstreet
Structure:
short userid
long subject The forklift


explain_train_lever

Note: explain how to operate the train lever.

Name: explain_train_lever
Structure:
short userid
long subject The lever on box car


explain_disturbance

Note: explain that disturbances (car alarm) attract infected horde

Name: explain_disturbance
Structure:
short userid
long subject The source of disturbance


explain_scavenge_goal

Note: explain where to put the scavenge mode items

Name: explain_scavenge_goal
Structure:
short userid
long subject The collection device


explain_scavenge_leave_area

Note: explain that leaving the area, starts round

Name: explain_scavenge_leave_area
Structure:
short userid
long subject The entity


begin_scavenge_overtime

Note: enter overtime in a scavenge round

Name: begin_scavenge_overtime
Structure:


scavenge_round_start

Note: a scavenge round has begun

Name: scavenge_round_start
Structure:
byte round round number, 1 based
bool firsthalf start of the first half of the round


scavenge_round_halftime

Note: a scavenge round is in halftime

Name: scavenge_round_halftime
Structure:


scavenge_round_finished

Note: a scavenge round has ended

Name: scavenge_round_finished
Structure:


scavenge_score_tied

Note: a team just tied the score

Name: scavenge_score_tied
Structure:


versus_round_start

Note: a versus round has begun

Name: versus_round_start
Structure:


gascan_pour_blocked

Note: can't pour the gas, someone else already is

Name: gascan_pour_blocked
Structure:
short userid


gascan_pour_completed

Note: player finished pouring a can

Name: gascan_pour_completed
Structure:
short userid


gascan_dropped

Note:

Name: gascan_dropped
Structure:
short userid


gascan_pour_interrupted

Note: we got interuppted pouring the gas can

Name: gascan_pour_interrupted
Structure:
short userid person who interuppted us


scavenge_match_finished

Note:

Name: scavenge_match_finished
Structure:
byte winners winner team


versus_match_finished

Note:

Name: versus_match_finished
Structure:
byte winners winner team


use_target

Note: a new use target has been found

Name: use_target
Structure:
long targetid Entindex of the use target
string classname classname of the use target
bool isprop is this a prop that can be carried


player_use

Note: a new use target has been found
Called: When a Survivor presses +USE on a useable entity. i.e. Weapons, items, doors
Related Events: If targetid is an item, item_pickup will be called prior to player_use

Name: player_use
Structure:
short userid userid of user
long targetid Entindex of the used entity


friendly_fire

Note:

Name: friendly_fire
Structure:
short attacker player who fired the weapon
short victim player who got shot
short guilty player who was at fault
long type damage type


gameinstructor_draw

Note:

Name: gameinstructor_draw
Structure:
None None


gameinstructor_nodraw

Note:

Name: gameinstructor_nodraw
Structure:
None None


request_weapon_stats

Note:

Name: request_weapon_stats
Structure:
short userid userid of user requesting their stats


player_talking_state

Note:

Name: player_talking_state
Structure:
byte player
bool istalking


weapon_pickup

Note: client event for player has picked up a weapon. If that does not work, try using the "item_pickup" event.

Name: weapon_pickup
Structure:
byte context split screen message context
byte weaponid
byte weaponslot
byte dropped_by_infected gender of the Infected that dropped the weapon


hunter_punched

Note:

Name: hunter_punched
Structure:
short userid player who caused ignition
long hunteruserid user ID of Hunter
bool islunging TRUE if the Hunter was in the act of lunging


hunter_headshot

Note:

Name: hunter_headshot
Structure:
short userid player who made the headshot
long hunteruserid user ID of Hunter
bool islunging TRUE if the Hunter was in the act of lunging


zombie_ignited

Note:

Name: zombie_ignited
Structure:
short userid player who caused ignition
short gender gender (type) of the infected
long entityid entity ID of Tank
string victimname "Witch", "Tank", "Hunter", "Smoker", or "Infected"
bool fire_ammo true if incendiary ammo was used


boomer_exploded

Note:

Name: boomer_exploded
Structure:
short userid Boomer that exploded
short attacker player who caused the explosion
bool splashedbile Exploding boomer splashed bile on Survivors


non_pistol_fired

Note:

Name: non_pistol_fired
Structure:
short userid User that fired a non-pistol weapon


weapon_fire_at_40

Note: This is networked, special event for game instructor

Name: weapon_fire_at_40
Structure:
short userid
string weapon used weapon name
short weaponid used weapon ID
short count number of bullets


total_ammo_below_40

Note: sent for any ammo type, except those with max ammo 1, or infinite ammo, like pistols

Name: total_ammo_below_40
Structure:
short userid


player_hurt_concise

Note: Abbreviated version of 'player_hurt' that is networked

Name: player_hurt_concise
Structure:
short userid user ID who was hurt
long attackerentid entity id who attacked, if attacker not a player, and userid therefore invalid
long type damage type
short dmg_health damage done to health


tank_killed

Note:

Name: tank_killed
Structure:
short userid user ID of dead tank
short attacker user id of killer
bool solo TRUE if a player single-handedly killed the Tank
bool melee_only TRUE if the tank was only killed by melee attacks (no blast, burn, or bullet damage)
bool l4d1_only TRUE if l4d1 survivors inflicted damage and the l4d2 survivors did not)


tank_rock_killed

Note:

Name: tank_rock_killed
Structure:
short userid user id of killer


achievement_write_failed

Note: Used for a notification message when an achievement fails to write

Name: achievement_write_failed
Structure:
None None


ghost_spawn_time

Note: Used for clients to know how long until they become a ghost (and can spawn)

Name: ghost_spawn_time
Structure:
short userid user ID of the player that is becoming a ghost
short spawntime How long of a wait until player is a ghost


survival_at_30min

Note: Used to know when we elapse 30 minutes on a survival map

Name: survival_at_30min
Structure:


survival_at_10min

Note: Used to know when we elapse 10 minutes on a survival map

Name: survival_at_10min
Structure:


explain_pre_drawbridge

Note: Point out the button that will start the gauntlet finale.

Name: explain_pre_drawbridge
Structure:
short userid
long subject


explain_drawbridge

Note:

Name: explain_drawbridge
Structure:
short userid
long subject


explain_perimeter

Note:

Name: explain_perimeter
Structure:
short userid
long subject


explain_deactivate_alarm

Note:

Name: explain_deactivate_alarm
Structure:
short userid
long subject


explain_impound_lot

Note:

Name: explain_impound_lot
Structure:
short userid
long subject


explain_decon

Note:

Name: explain_decon
Structure:
short userid
long subject


explain_mall_window

Note:

Name: explain_mall_window
Structure:
short userid
long subject


explain_mall_alarm

Note:

Name: explain_mall_alarm
Structure:
short userid
long subject


explain_coaster

Note:

Name: explain_coaster
Structure:
short userid
long subject


explain_coaster_stop

Note:

Name: explain_coaster_stop
Structure:
short userid
long subject


explain_decon_wait

Note:

Name: explain_decon_wait
Structure:
short userid
long subject


gauntlet_finale_start

Note:

Name: gauntlet_finale_start
Structure:


explain_float

Note:

Name: explain_float
Structure:
short userid
long subject


explain_ferry_button

Note:

Name: explain_ferry_button
Structure:
short userid
long subject


explain_hatch_button

Note:

Name: explain_hatch_button
Structure:
short userid
long subject


explain_shack_button

Note:

Name: explain_shack_button
Structure:
short userid
long subject


upgrade_incendiary_ammo

Note:

Name: upgrade_incendiary_ammo
Structure:
short userid


upgrade_explosive_ammo

Note:

Name: upgrade_explosive_ammo
Structure:
short userid


receive_upgrade

Note:

Name: receive_upgrade
Structure:
short userid
string upgrade


explain_vehicle_arrival

Note:

Name: explain_vehicle_arrival
Structure:
long subject


mounted_gun_start

Note:

Name: mounted_gun_start
Structure:
short userid
long subject


mounted_gun_overheated

Note:

Name: mounted_gun_overheated
Structure:
short userid


explain_burger_sign

Note:

Name: explain_burger_sign
Structure:
short userid
long subject


explain_carousel_button

Note:

Name: explain_carousel_button
Structure:
short userid
long subject


explain_carousel_destination

Note:

Name: explain_carousel_destination
Structure:
short userid
long subject


explain_stage_lighting

Note:

Name: explain_stage_lighting
Structure:
short userid
long subject


explain_stage_finale_start

Note:

Name: explain_stage_finale_start
Structure:
short userid
long subject


explain_stage_survival_start

Note:

Name: explain_stage_survival_start
Structure:
short userid
long subject


ability_out_of_range

Note:

Name: ability_out_of_range
Structure:
short userid
string ability ability classname


explain_stage_pyrotechnics

Note:

Name: explain_stage_pyrotechnics
Structure:
short userid
long subject


explain_c3m4_radio1

Note:

Name: explain_c3m4_radio1
Structure:
short userid
long subject


explain_c3m4_radio2

Note:

Name: explain_c3m4_radio2
Structure:
short userid
long subject


explain_gates_are_open

Note:

Name: explain_gates_are_open
Structure:
short userid
long subject


explain_c2m4_ticketbooth

Note:

Name: explain_c2m4_ticketbooth
Structure:
short userid
long subject


explain_c3m4_rescue

Note:

Name: explain_c3m4_rescue
Structure:
short userid
long subject


explain_hotel_elevator_doors

Note:

Name: explain_hotel_elevator_doors
Structure:
short userid
long subject


explain_gun_shop_tanker

Note:

Name: explain_gun_shop_tanker
Structure:
short userid
long subject


explain_gun_shop

Note:

Name: explain_gun_shop
Structure:
short userid
long subject


explain_store_alarm

Note:

Name: explain_store_alarm
Structure:
short userid
long subject


explain_store_item

Note:

Name: explain_store_item
Structure:
short userid
long subject


explain_store_item_stop

Note:

Name: explain_store_item_stop
Structure:
short userid
long subject


explain_survival_generic

Note:

Name: explain_survival_generic
Structure:
short userid
long subject


explain_survival_alarm

Note:

Name: explain_survival_alarm
Structure:
short userid
long subject


explain_survival_radio

Note:

Name: explain_survival_radio
Structure:
short userid
long subject


explain_survival_carousel

Note:

Name: explain_survival_carousel
Structure:
short userid
long subject


explain_return_item

Note:

Name: explain_return_item
Structure:
short userid
long subject


explain_save_items

Note:

Name: explain_save_items
Structure:
short userid
long subject


spit_burst

Note: Triggers even after Spitter's death.
Called: Triggers when Spitter's spit hits the ground.

Name: spit_burst
Structure:
short userid
long subject


entered_spit

Note:

Name: entered_spit
Structure:
short userid
long subject


temp_c4m1_getgas

Note:

Name: temp_c4m1_getgas
Structure:
short userid
long subject


temp_c4m3_return_to_boat

Note:

Name: temp_c4m3_return_to_boat
Structure:
short userid
long subject


explain_c1m4_finale

Note:

Name: explain_c1m4_finale
Structure:
short userid
long subject


c1m4_scavenge_instructions

Note:

Name: c1m4_scavenge_instructions
Structure:
short userid
long subject


punched_clown

Note:

Name: punched_clown
Structure:
short userid player who punched the clown


charger_killed

Note:

Name: charger_killed
Structure:
short userid user ID of dead charger
short attacker user id of killer
bool melee TRUE if a player killed the charger with a melee weapon
bool charging TRUE if the charger was charging when it died


spitter_killed

Note:
Called: Triggers in Spitter's death.

Name: spitter_killed
Structure:
short userid user ID of dead spitter
short attacker user id of killer
bool has_spit TRUE if the spitter spit at some point


jockey_ride

Note:

Name: jockey_ride
Structure:
short userid player who did the lunging
short victim player that got lunged


jockey_ride_end

Note:

Name: jockey_ride_end
Structure:
short userid player who did the lunging
short victim player that got lunged
short rescuer Who stopped it
float ride_length Duration of our ride


jockey_punched

Note:

Name: jockey_punched
Structure:
short userid user ID of player that shoved the jockey
long jockeyuserid user ID of Jockey
bool islunging TRUE if Jockey was in the act of lunging


jockey_headshot

Note:

Name: jockey_headshot
Structure:
short userid user ID of player that landed a headshot on the Jockey
long jockeyuserid user ID of Jockey
bool islunging TRUE if Jockey was in the act of lunging


jockey_killed

Note:

Name: jockey_killed
Structure:
short userid user ID of dead jockey
short attacker user id of killer
string weapon weapon name


non_melee_fired

Note:

Name: non_melee_fired
Structure:
short userid User that fired a non-melee weapon


infected_decapitated

Note:

Name: infected_decapitated
Structure:
short userid userid of the player who did the decapitation
string weapon melee weapon name


upgrade_pack_added

Note:

Name: upgrade_pack_added
Structure:
short upgradeid
short userid


vomit_bomb_tank

Note:

Name: vomit_bomb_tank
Structure:
short userid userid of the player who used the bomb


triggered_car_alarm

Note:

Name: triggered_car_alarm
Structure:
short userid user ID of player who activated car alarm


panic_event_finished

Note:

Name: panic_event_finished
Structure:


charger_charge_start

Note: The moment when the charger starts charging
Issues: Called more than once per ability use. For consistency, check ability_use
Issues: Can be called after charger_charge_end. Use ability_use for an alternative start to end relationship.

Name: charger_charge_start
Structure:
short userid user ID of the charger


charger_charge_end

Note:

Name: charger_charge_end
Structure:
short userid user ID of the charger


charger_carry_start

Note: The moment when the charger grabs a survivor

Name: charger_carry_start
Structure:
short userid user ID of the charger
short victim user ID of the player who was charged


charger_carry_end

Note: The moment when the charger stops charging a survivor (and will soon start pummeling)

Name: charger_carry_end
Structure:
short userid user ID of the charger
short victim user ID of the player who was charged


charger_carry_kill

Note: When a charger kills a survivor with a carry.

Name: charger_carry_kill
Structure:
short userid user ID of the charger
short victim user ID of the victim


charger_impact

Note: When a charger impacts a survivor they aren't carrying

Name: charger_impact
Structure:
short userid user ID of the charger
short victim user ID of the player who was impacted


charger_pummel_start

Note: The moment when the charger starts pummeling a survivor

Name: charger_pummel_start
Structure:
short userid user ID of the charger
short victim user ID of the player who was charged


charger_pummel_end

Note: When the charger is cleared from the survivor or the survivor dies.

Name: charger_pummel_end
Structure:
short userid user ID of the charger
short victim
short rescuer user ID of the player who rescued them


strongman_bell_knocked_off

Note: The arcade bell on c2m4_barns

Name: strongman_bell_knocked_off
Structure:
short userid
short subject


molotov_thrown

Note:

Name: molotov_thrown
Structure:
short userid


gas_can_forced_drop

Note:

Name: gas_can_forced_drop
Structure:
short userid player that forced the drop
short victim player that dropped it


explain_need_gnome_to_continue

Note:

Name: explain_need_gnome_to_continue
Structure:
none none


explain_survivor_glows_disabled

Note:

Name: explain_survivor_glows_disabled
Structure:
short userid The player we're explaining to


explain_item_glows_disabled

Note:

Name: explain_item_glows_disabled
Structure:
short userid The player we're explaining to


explain_rescue_disabled

Note:

Name: explain_rescue_disabled
Structure:
short userid The player we're explaining to


explain_bodyshots_reduced

Note:

Name: explain_bodyshots_reduced
Structure:
short userid The player we're explaining to


explain_witch_instant_kill

Note:

Name: explain_witch_instant_kill
Structure:
short userid The player we're explaining to


set_instructor_group_enabled

Note:

Name: set_instructor_group_enabled
Structure:
string group
short enabled


stashwhacker_game_won

Note:

Name: stashwhacker_game_won
Structure:
short userid
short subject


versus_marker_reached

Note:

Name: versus_marker_reached
Structure:
short userid
short marker


start_score_animation

Note:

Name: start_score_animation
Structure:


survival_round_start

Note:

Name: survival_round_start
Structure:


scavenge_gas_can_destroyed

Note:

Name: scavenge_gas_can_destroyed
Structure:
short userid The player that destroyed it


explain_sewer_gate

Note:

Name: explain_sewer_gate
Structure:
short userid
long subject


explain_sewer_run

Note:

Name: explain_sewer_run
Structure:
short userid
long subject


explain_c6m3_finale

Note:

Name: explain_c6m3_finale
Structure:
short userid
long subject


finale_bridge_lowering

Note:

Name: finale_bridge_lowering
Structure:
short userid
long subject


m60_streak_ended

Note: I was holding down the m60 trigger, and now I'm not

Name: m60_streak_ended
Structure:
none none


chair_charged

Note:

Name: chair_charged
Structure:
short userid


song_played

Note:

Name: song_played
Structure:
none none


foot_locker_opened

Note:

Name: foot_locker_opened
Structure:
short userid