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	<updated>2026-05-13T22:13:58Z</updated>
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	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=2694</id>
		<title>Half-Life 1 Game Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=2694"/>
		<updated>2006-03-01T16:52:11Z</updated>

		<summary type="html">&lt;p&gt;Obbin: /* BarTime2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Half-Life 1]]&lt;br /&gt;
[[Category:Scripting (AMX Mod X)]]&lt;br /&gt;
= Half-Life Events =&lt;br /&gt;
Description here&lt;br /&gt;
&lt;br /&gt;
== ADStop ==&lt;br /&gt;
{{qnotice|No Information available for this event}}&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== AllowSpec ==&lt;br /&gt;
{{qnotice|No Information available for this event}}&lt;br /&gt;
{{begin-hl1msg|AllowSpec}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== AmmoPickup ==&lt;br /&gt;
Temporary draws ammo amount and ammo type HUD icons in the middle of the right side of the screen (draw time depends on ''hud_drawhistory_time'' client CVAR value)&lt;br /&gt;
{{begin-hl1msg|AmmoPickup|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Ammo ID}}&lt;br /&gt;
{{hl1msg|byte|Ammount}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== AmmoX ==&lt;br /&gt;
Updates green bar indicator in weapon HUD-list and ammo amount in lower right corner of the screen (in case current weapon uses given ammo type)&lt;br /&gt;
{{begin-hl1msg|AmmoX|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Ammo ID}}&lt;br /&gt;
{{hl1msg|byte|Ammount}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== BarTime ==&lt;br /&gt;
Leave the 2nd byte as 0, to turn off a BarTime that you started just send a duration of 0.&lt;br /&gt;
{{begin-hl1msg|BarTime|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Duration}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== BarTime2 ==&lt;br /&gt;
{{qnotice|No Information available for this event}}&lt;br /&gt;
{{begin-hl1msg|BarTime2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Battery ==&lt;br /&gt;
{{qnotice|No Information available for this event}}&lt;br /&gt;
{{begin-hl1msg|Battery|short}}&lt;br /&gt;
{{hl1msg|byte|Armor}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== BlinkAcct ==&lt;br /&gt;
{{qnotice|No Information available for this event}}&lt;br /&gt;
{{begin-hl1msg|BlinkAcct}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== BombDrop ==&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 1 if the bomb has been planted. It is 0 if the bomb was dropped due to voluntary dropping or death. Setting the last argument 1, will also trigger the round timer to hide. It also will show the dropped bomb on the Terrorist team's radar in the location specified by the first three arguments. &lt;br /&gt;
{{begin-hl1msg|BombDrop|coord, coord, coord, byte}}&lt;br /&gt;
{{hl1msg|coord|X}}&lt;br /&gt;
{{hl1msg|coord|Y}}&lt;br /&gt;
{{hl1msg|coord|Z}}&lt;br /&gt;
{{hl1msg|byte|Domb Droped?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== BombPickup ==&lt;br /&gt;
This message just tells the game that the bomb has been picked up. It will cause the dropped bomb to disappear from the Terrorist team's radar. &lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== BotProgress ==&lt;br /&gt;
{{qnotice|No Information available for this event}}&lt;br /&gt;
{{begin-hl1msg|BotProgress}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== BotVoice ==&lt;br /&gt;
{{qnotice|No Information available for this event}}&lt;br /&gt;
{{begin-hl1msg|BotVoice|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|unknown}}&lt;br /&gt;
{{hl1msg|byte|unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Brass ==&lt;br /&gt;
{{qnotice|No Information available for this event}}&lt;br /&gt;
{{begin-hl1msg|Brass}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== BuyClose ==&lt;br /&gt;
{{qnotice|No Information available for this event}}&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== ClCorpse ==&lt;br /&gt;
The model name does not have .mdl at the end&lt;br /&gt;
{{begin-hl1msg|ClCorpse|string, long, long, long, coord, coord, coord, long, byte, byte, byte, byte}}&lt;br /&gt;
{{hl1msg|string|model}}&lt;br /&gt;
{{hl1msg|long|unknown}}&lt;br /&gt;
{{hl1msg|long|unknown}}&lt;br /&gt;
{{hl1msg|long|unknown}}&lt;br /&gt;
{{hl1msg|coord|unknown}}&lt;br /&gt;
{{hl1msg|coord|unknown}}&lt;br /&gt;
{{hl1msg|coord|unknown}}&lt;br /&gt;
{{hl1msg|long|unknown}}&lt;br /&gt;
{{hl1msg|byte|unknown}}&lt;br /&gt;
{{hl1msg|byte|unknown}}&lt;br /&gt;
{{hl1msg|byte|unknown}}&lt;br /&gt;
{{hl1msg|byte|unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Crosshair ==&lt;br /&gt;
{{qnotice|No Information available for this event}}&lt;br /&gt;
{{begin-hl1msg|Crosshair|byte}}&lt;br /&gt;
{{hl1msg|byte|unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== CurWeapon ==&lt;br /&gt;
{{qnotice|No Information available for this event}}&lt;br /&gt;
{{begin-hl1msg|CurWeapon|byte, byte, byte}}&lt;br /&gt;
{{hl1msg|byte|isActive}}&lt;br /&gt;
{{hl1msg|byte|WeaponID}}&lt;br /&gt;
{{hl1msg|byte|Ammo in weapon}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== CZCareer ==&lt;br /&gt;
{{qnotice|No Information available for this event}}&lt;br /&gt;
{{begin-hl1msg|CZCareer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== CZCareerHUD ==&lt;br /&gt;
{{qnotice|No Information available for this event}}&lt;br /&gt;
{{begin-hl1msg|CZCareerHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Damage == &lt;br /&gt;
{{qnotice|No Information available for this event}}&lt;br /&gt;
{{begin-hl1msg|Damage|byte, byte, long, coord, coord, coord}}&lt;br /&gt;
{{hl1msg|byte|Damage save (armor)}}&lt;br /&gt;
{{hl1msg|byte|Damage take (health)}}&lt;br /&gt;
{{hl1msg|long|Damage type}}&lt;br /&gt;
{{hl1msg|coord|X}}&lt;br /&gt;
{{hl1msg|coord|Y}}&lt;br /&gt;
{{hl1msg|coord|Z}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== DeathMsg ==&lt;br /&gt;
Fired to all players (MSG_ALL or MSG_BROADCAST) to notify them of a death. &lt;br /&gt;
This generates the [[HUD]] message the client sees in the upper right corner of their screen.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|DeathMsg|byte, byte, byte, string}}&lt;br /&gt;
{{hl1msg|byte|killer}}&lt;br /&gt;
{{hl1msg|byte|victim}}&lt;br /&gt;
{{hl1msg|byte|headshot}}&lt;br /&gt;
{{hl1msg|string|weapon}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== FlashBat ==&lt;br /&gt;
{{qnotice|No Information available for this event}}&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|Amount}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Flashlight ==&lt;br /&gt;
Flag would be 1 for turning the flashlight on or 0 for turning it off.  In my testing the 2nd argument was always 100.&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Fog ==&lt;br /&gt;
{{qnotice|No Information available for this event}}&lt;br /&gt;
{{begin-hl1msg|Fog}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== ForceCam ==&lt;br /&gt;
{{qnotice|No Information available for this event}}&lt;br /&gt;
{{begin-hl1msg|ForceCam}}&lt;br /&gt;
{{end-hl1msg}}&lt;/div&gt;</summary>
		<author><name>Obbin</name></author>
		
	</entry>
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