Difference between revisions of "Half-Life 1 Game Events"

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[[Category:Half-Life 1]]
 
[[Category:Half-Life 1]]
 
[[Category:Scripting (AMX Mod X)]]
 
[[Category:Scripting (AMX Mod X)]]
= Half-Life Events =
 
In [[Pawn]] you are able to hook in-game events with [http://www.amxmodx.org/funcwiki.php?go=func&id=26 register_event]. Here are the list of the standard Half-Life 1 and Counter-Strike events and their parameters which can be read with [http://www.amxmodx.org/funcwiki.php?go=func&id=132 read_data]
 
  
See [[Advanced Scripting (AMX Mod X)#Events.2FMessages]] for more on events and messages.
+
= Introduction =
 +
 
 +
In [[AMX Mod X]] you are able to hook in-game messages/events with [http://www.amxmodx.org/api/messages/register_message register_message] / [http://www.amxmodx.org/api/amxmodx/register_event register_event]. Here are the list of messages/events and their arguments which can be read with [http://www.amxmodx.org/api/message_const#message-argument-types-used-with-get-msg-argtype-and-set-msg-arg get_msg_arg_*] / [http://www.amxmodx.org/api/amxmodx/read_data read_data].<br>
 +
<br>
 +
*See the [[Advanced Scripting (AMX Mod X)#Events.2FMessages|Advanced Scripting]] article for more on events and messages.<br>
 +
*See messages.inc and message_const.inc from amxmodx/scriptong/include folder or [http://www.amxmodx.org/api/messages Messaging functions] and [http://www.amxmodx.org/api/message_const Message constants] for full messages control including blocking, argument alteration and much more.<br>
 +
*Type ''meta game'' in the server console to list messages for the current mod.
 +
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.
 +
<br>
 +
 
 +
= ADStop =
 +
{{ModList||cstrike|czero}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
{{qnotice|This message has no arguments.}}<br>
  
== ADStop ==
 
{{qnotice|No Information available for this event}}
 
 
{{begin-hl1msg|ADStop}}
 
{{begin-hl1msg|ADStop}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== AllowSpec ==
+
= AlienInfo =
{{qnotice|No Information available for this event}}
+
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= AllowSpec =
 +
{{ModList||cstrike|czero|gearbox|tfc}}
 +
 
 +
This message changes whether or not "SPECTATE" appears on the change team menu. It is sent whenever the allow_spectators CVar is changed, with its new value sent as the byte.<br>
 +
 
 +
{{qnotice|This changes how the change team menu appears, but spectating functionality is based on the actual CVar value.}}<br>
 +
 
 
{{begin-hl1msg|AllowSpec|byte}}
 
{{begin-hl1msg|AllowSpec|byte}}
{{hl1msg|byte|unknown}}
+
{{hl1msg|byte|Allowed}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== AmmoPickup ==
+
= AmmoPickup =
Temporarily draws [[HUD]] the ammo amount and ammo type [[HUD]] icon in the middle of the right side of the screen.<br>
+
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
{{qnotice|Draw time is dependent on the ''hud_drawhistory_time'' client CVAR value}}
+
 
 +
This message temporarily draws [[HUD]] numerical ammo amount and corresponding ammo [[HUD]] icon in the middle of the right side of the screen.<br>
 +
 
 +
{{qnotice|Draw time depends on the ''hud_drawhistory_time'' client CVar value.}}<br>
 +
{{qnotice|See [[CS Weapons Information]] for more information.}}<br>
 +
 
 
{{begin-hl1msg|AmmoPickup|byte, byte}}
 
{{begin-hl1msg|AmmoPickup|byte, byte}}
 
{{hl1msg|byte|AmmoID}}
 
{{hl1msg|byte|AmmoID}}
Line 25: Line 50:
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== AmmoX ==
+
= AmmoShort =
Updates green bar indicator in the [[HUD]] weapons-list. Also updates [[HUD]] backpack ammo number in the lower right corner of the screen in case the given ammo type are compatible with the current weapon.
+
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= AmmoX =
 +
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message updates the green bar indicator in the [[HUD]] weapons list. It also updates [[HUD]] backpack ammo number in the lower right corner of the screen if the given ammo type is compatible with the current weapon.<br>
 +
 
 +
{{qnotice|See [[CS Weapons Information]] for more information.}}<br>
 +
 
 
{{begin-hl1msg|AmmoX|byte, byte}}
 
{{begin-hl1msg|AmmoX|byte, byte}}
 
{{hl1msg|byte|AmmoID}}
 
{{hl1msg|byte|AmmoID}}
Line 32: Line 67:
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== BarTime ==
+
= ArmorType =
Draws a [[HUD]] progress bar which is filled from 0% to 100% for the time Duration seconds and then disappeared.<br>
+
{{ModList||cstrike|czero}}
{{qnotice|Set Duration to 0 to hide the bar.}}
+
 
 +
This message draws/removes the helmet [[HUD]] icon. If flag is set to 1, the helmet [[HUD]] icon will be drawn (located right on the armor icon).<br>
 +
 
 +
{{begin-hl1msg|ArmorType|byte}}
 +
{{hl1msg|byte|Flag}}
 +
{{end-hl1msg}}
 +
 
 +
= BalanceVar =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= BarTime =
 +
{{ModList||cstrike|czero}}
 +
 
 +
This message draws a [[HUD]] progress bar which is filled from 0% to 100% for the time Duration seconds. Once the bar is fully filled it will be removed from the screen automatically.<br>
 +
 
 +
{{qnotice|Set Duration to 0 to hide the bar.}}<br>
 +
 
 
{{begin-hl1msg|BarTime|short}}
 
{{begin-hl1msg|BarTime|short}}
 
{{hl1msg|short|Duration}}
 
{{hl1msg|short|Duration}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== BarTime2 ==
+
= BarTime2 =
The same as BarTime but StartPC is specify how many per cents of the bar are (already) filled.<br>
+
{{ModList||cstrike|czero}}
{{qnotice|Display time can be calculated with this formula: ''(1 - StartPC/100) / Duration''}}
+
 
 +
The message is the same as [[#BarTime|BarTime]], but StartPercent specifies how much of the bar is (already) filled.<br>
 +
 
 +
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}<br>
 +
 
 
{{begin-hl1msg|BarTime2|short, short}}
 
{{begin-hl1msg|BarTime2|short, short}}
 
{{hl1msg|short|Duration}}
 
{{hl1msg|short|Duration}}
{{hl1msg|short|StartPC}}
+
{{hl1msg|short|StartPercent}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== Battery ==
+
= Battery =
Updates the icon and number of the armor on the [[HUD]].
+
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message updates the icon and numerical armor value on the [[HUD]].<br>
 +
 
 
{{begin-hl1msg|Battery|short}}
 
{{begin-hl1msg|Battery|short}}
 
{{hl1msg|short|Armor}}
 
{{hl1msg|short|Armor}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== BlinkAcct ==
+
= Bench =
{{qnotice|No Information available for this event}}
+
{{ModList||tfc}}
{{begin-hl1msg|BlinkAcct}}
+
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= BlinkAcct =
 +
{{ModList||cstrike|czero}}
 +
 
 +
This message makes a player's money display flash rapidly, a total of BlinkAmt times.<br>
 +
 
 +
{{begin-hl1msg|BlinkAcct|byte}}
 +
{{hl1msg|byte|BlinkAmt}}
 +
{{end-hl1msg}}
 +
 
 +
= BlipList =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= BloodPuff =
 +
{{ModList||dod}}
 +
 
 +
This message creates a puff of blood at the specified coordinates.<br>
 +
 
 +
 
 +
{{begin-hl1msg|BloodPuff|coord, coord, coord}}
 +
{{hl1msg|coord|CoordX}}
 +
{{hl1msg|coord|CoordY}}
 +
{{hl1msg|coord|CoordZ}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== BombDrop ==
+
= BombDrop =
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/disconnect. 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.
+
{{ModList||cstrike|czero}}
 +
 
 +
This message is sent when the bomb is dropped or planted by a player.
 +
 
 +
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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.<br>
 +
 
 
{{begin-hl1msg|BombDrop|coord, coord, coord, byte}}
 
{{begin-hl1msg|BombDrop|coord, coord, coord, byte}}
{{hl1msg|coord|X}}
+
{{hl1msg|coord|CoordX}}
{{hl1msg|coord|Y}}
+
{{hl1msg|coord|CoordY}}
{{hl1msg|coord|Z}}
+
{{hl1msg|coord|CoordZ}}
 
{{hl1msg|byte|Flag}}
 
{{hl1msg|byte|Flag}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== BombPickup ==
+
= BombPickup =
This message just tells the game that the bomb has been picked up. It will cause the dropped/planted bomb to disappear from the Terrorist team's radar.  
+
{{ModList||cstrike|czero}}
 +
 
 +
This message just tells the clients that the bomb has been picked up. It will cause the dropped bomb to disappear from the Terrorist team's radar.<br>
 +
 
 +
{{qnotice|This message has no arguments.}}<br>
 +
 
 
{{begin-hl1msg|BombPickup}}
 
{{begin-hl1msg|BombPickup}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== BotProgress ==
+
= BotProgress =
{{qnotice|No Information available for this event}}
+
{{ModList||cstrike|czero}}
{{begin-hl1msg|BotProgress}}
+
 
 +
This message is sent when CZ's bots are learning a new map. It displays a progress bar in the middle of the screen, with some header text. The bar doesn't move, and you can't do anything while the bar is displayed. This is a different style of progress bar than from the BarTime event. This really doesn't display well in CS.<br>
 +
 
 +
{{qnotice|Flag can be 0 (update bar), 1 (create new bar), or 2 (remove bar). When using flag 0, send all arguments. When using flag 1, send only Flag and Header. When using flag 2, send only Flag.}}<br>
 +
 
 +
{{begin-hl1msg|BotProgress|byte, byte, string}}
 +
{{hl1msg|byte|Flag}}
 +
{{hl1msg|byte|Progress}}
 +
{{hl1msg|string|Header}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== BotVoice ==
+
= BotVoice =
{{qnotice|No Information available for this event}}
+
{{ModList||cstrike|czero}}
 +
 
 +
This message displays (or hides) the voice icon above a user's head and the talking icon on the right side of the screen. This is called by CZ for bots; it's not called for regular players, although you <i>can</i> specify a regular player (non-bot) for the PlayerIndex. Status is 1 for talking, or 0 for not talking.<br>
 +
 
 
{{begin-hl1msg|BotVoice|byte, byte}}
 
{{begin-hl1msg|BotVoice|byte, byte}}
{{hl1msg|byte|unknown}}
+
{{hl1msg|byte|Status}}
{{hl1msg|byte|unknown}}
+
{{hl1msg|byte|PlayerIndex}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== Brass ==
+
= Brass =
{{qnotice|No Information available for this event}}
+
{{ModList||cstrike|czero}}
{{begin-hl1msg|Brass}}
+
 
 +
This message creates a brass shell. Used, for example, by the AWP, after firing.<br>
 +
 
 +
{{begin-hl1msg|Brass|byte, coord, coord, coord, coord, coord, coord, coord, coord, coord, angle, short, byte, byte, byte}}
 +
{{hl1msg|byte|MessageID}}
 +
{{hl1msg|coord|StartX}}
 +
{{hl1msg|coord|StartY}}
 +
{{hl1msg|coord|StartZ}}
 +
{{hl1msg|coord|VelocityX?}}
 +
{{hl1msg|coord|VelocityY?}}
 +
{{hl1msg|coord|VelocityZ?}}
 +
{{hl1msg|coord|UnknownX}}
 +
{{hl1msg|coord|UnknownY}}
 +
{{hl1msg|coord|UnknownZ}}
 +
{{hl1msg|angle|Rotation}}
 +
{{hl1msg|short|ModelIndex}}
 +
{{hl1msg|byte|BounceSoundType}}
 +
{{hl1msg|byte|Life}}
 +
{{hl1msg|byte|PlayerID}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== BuyClose ==
+
= BuildSt =
{{qnotice|No Information available for this event}}
+
{{ModList||tfc}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= BuyClose =
 +
{{ModList||cstrike|czero}}
 +
 
 +
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting killed, etcetera).<br>
 +
 
 +
{{qnotice|This message has no arguments.}}<br>
 +
 
 
{{begin-hl1msg|BuyClose}}
 
{{begin-hl1msg|BuyClose}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== ClCorpse ==
+
= Camera =
Spawns a player's corpse. Model is the player's model, for example: "leet". Delay is the delay before animation plaback, can be negative value.<br>
+
{{ModList||svencoop}}
{{qnotice|The Origin and Delay is in non-standard format.}}
+
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= CameraMouse =
 +
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= CameraView =
 +
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= CancelProg =
 +
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= CapMsg =
 +
{{ModList||dod}}
 +
 
 +
This displays a message like "Player captured the Allied plaza for the Axis". An example PointName is ''POINT_CAEN_AXISPLAZA''.<br>
 +
 
 +
{{begin-hl1msg|CapMsg|byte, string, byte}}
 +
{{hl1msg|byte|PlayerID}}
 +
{{hl1msg|string|PointName}}
 +
{{hl1msg|byte|TeamID}}
 +
{{end-hl1msg}}
 +
 
 +
= CbElec =
 +
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= ClanTimer =
 +
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= ClCorpse =
 +
{{ModList||cstrike|czero|dod}}
 +
 
 +
This message spawns a player's corpse. ModelName is the player's model name, for example: "leet". Delay is a delay before animation playback, which can be a negative value.<br>
 +
 
 +
{{qnotice|Coord and Delay is multiplied by 128.}}<br>
 +
{{qnotice|In CS, argument #10 is always equal to 0.}}<br>
 +
 
 +
*See [http://www.amxmodx.org/api/cstrike_const#counter-strike-team-id-constants CS Team Constants] for team indices constants list.<br>
 +
 
 
{{begin-hl1msg|ClCorpse|string, long, long, long, coord, coord, coord, long, byte, byte, byte, byte}}
 
{{begin-hl1msg|ClCorpse|string, long, long, long, coord, coord, coord, long, byte, byte, byte, byte}}
{{hl1msg|string|Model}}
+
{{hl1msg|string|ModelName}}
{{hl1msg|long|OriginX}}
+
{{hl1msg|long|CoordX}}
{{hl1msg|long|OriginY}}
+
{{hl1msg|long|CoordY}}
{{hl1msg|long|OriginZ}}
+
{{hl1msg|long|CoordZ}}
{{hl1msg|coord|AngleX}}
+
{{hl1msg|coord|Angle0}}
{{hl1msg|coord|AngleY}}
+
{{hl1msg|coord|Angle1}}
{{hl1msg|coord|AngleZ}}
+
{{hl1msg|coord|Angle2}}
 
{{hl1msg|long|Delay}}
 
{{hl1msg|long|Delay}}
 
{{hl1msg|byte|Sequence}}
 
{{hl1msg|byte|Sequence}}
{{hl1msg|byte|unknown}}
+
{{hl1msg|byte|ClassID?}}
 
{{hl1msg|byte|TeamID}}
 
{{hl1msg|byte|TeamID}}
 
{{hl1msg|byte|PlayerID}}
 
{{hl1msg|byte|PlayerID}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== Crosshair ==
+
= ClientAreas =
Draws/removes the crosshair. If Flag is set to 1 the crosshair will be drawn.
+
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= ClScript =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= Concuss =
 +
{{ModList||tfc|valve|cstrike|czero}}
 +
 
 +
This message creates screen shake effect similar to the TFC concussion grenade effect.<br>
 +
 
 +
{{qnotice|In all mods except TFC, this message requires to be registered by using EngFunc_RegUserMsg.}}<br>
 +
 
 +
{{begin-hl1msg|Concuss|byte}}
 +
{{hl1msg|byte|amount}}
 +
{{end-hl1msg}}
 +
 
 +
= Countdown =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= CreateBlood =
 +
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= Crosshair =
 +
{{ModList||cstrike|czero}}
 +
 
 +
This message draws/removes a crosshair. If Flag is set to 1 the crosshair will be drawn.<br>
 +
 
 +
{{qnotice|This crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}<br>
 +
 
 
{{begin-hl1msg|Crosshair|byte}}
 
{{begin-hl1msg|Crosshair|byte}}
 
{{hl1msg|byte|Flag}}
 
{{hl1msg|byte|Flag}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== CurWeapon ==
+
= CTFScore =
Updates the clip ammo number and weapon's corresponding ammo type icon on the [[HUD]].
+
{{ModList||gearbox}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= CurMarker =
 +
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= CurWeapon =
 +
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message updates the numerical magazine ammo count and the corresponding ammo type icon on the [[HUD]].<br>
 +
 
 +
{{qnotice|See [[CS Weapons Information]] for more information on Counter-Strike weapons.}}<br>
 +
 
 
{{begin-hl1msg|CurWeapon|byte, byte, byte}}
 
{{begin-hl1msg|CurWeapon|byte, byte, byte}}
{{hl1msg|byte|isActive}}
+
{{hl1msg|byte|IsActive}}
 
{{hl1msg|byte|WeaponID}}
 
{{hl1msg|byte|WeaponID}}
 
{{hl1msg|byte|ClipAmmo}}
 
{{hl1msg|byte|ClipAmmo}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== CZCareer ==
+
= CustomIcon =
{{qnotice|No Information available for this event}}
+
{{ModList||gearbox}}
{{begin-hl1msg|CZCareer}}
+
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= CZCareer =
 +
{{ModList||cstrike|czero}}
 +
 
 +
This message supplies certain updates to the player regarding Condition Zero single-player missions.<br>
 +
 
 +
{{qnotice|See the [[CZCareer]] page for more information.}}<br>
 +
{{qnotice|Using an invalid type has no repercussions whatsoever. Therefore, you can use this to make your own custom communications (you can send any number of arguments of any type after the first string).}}<br>
 +
{{qnotice|The Type argument is case-sensitive.}}<br>
 +
{{qnotice|This event does nothing in CS and CZ multiplayer.}}<br>
 +
 
 +
{{begin-hl1msg|CZCareer|string,*}}
 +
{{hl1msg|string|Type}}
 +
{{hl1msg|*|Parameters}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== CZCareerHUD ==
+
= CZCareerHUD =
{{qnotice|No Information available for this event}}
+
{{ModList||cstrike|czero}}
{{begin-hl1msg|CZCareerHUD}}
+
 
 +
This message displays certain [[HUD]] elements regarding Condition Zero single-player missions.<br>
 +
 
 +
{{qnotice|See the [[CZCareerHUD]] page for more information.}}<br>
 +
{{qnotice|Using an invalid type has no repercussions whatsoever. Therefore, you can use this to make your own custom communications (you can send any number of arguments of any type after the first string).}}<br>
 +
{{qnotice|The Type argument is case-sensitive.}}<br>
 +
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}<br>
 +
 
 +
{{begin-hl1msg|CZCareerHUD|string,*}}
 +
{{hl1msg|string|Type}}
 +
{{hl1msg|*|Parameters}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== Damage ==
+
= Damage =
{{qnotice|No Information available for this event}}
+
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.<br>
 +
 
 +
{{qnotice|To capture this message, you should use "b" as the third parameter in the register_event() function.}}<br>
 +
 
 
{{begin-hl1msg|Damage|byte, byte, long, coord, coord, coord}}
 
{{begin-hl1msg|Damage|byte, byte, long, coord, coord, coord}}
{{hl1msg|byte|Damage save (armor)}}
+
{{hl1msg|byte|DamageSave}}
{{hl1msg|byte|Damage take (health)}}
+
{{hl1msg|byte|DamageTake}}
{{hl1msg|long|Damage type}}
+
{{hl1msg|long|DamageType}}
{{hl1msg|coord|X}}
+
{{hl1msg|coord|CoordX}}
{{hl1msg|coord|Y}}
+
{{hl1msg|coord|CoordY}}
{{hl1msg|coord|Z}}
+
{{hl1msg|coord|CoordZ}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== DeathMsg ==
+
= DeathMsg =
Fired to all players (MSG_ALL or MSG_BROADCAST) to notify them of a death. This generates the [[HUD]] message the client sees in the upper right corner of their screen.<br>
+
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
Also prints the console text message "KillerName killed VictimName with WeaponName" or "*** KillerName killed VictimName with a headshot from WeaponName ***"
+
 
 +
This event is fired to all players (MSG_ALL or MSG_BROADCAST) to notify them of a death. This generates the [[HUD]] message the client sees in the upper right corner of their screen.<br>
 +
It also prints the console text message "KillerName killed VictimName with TruncatedWeaponName" or "*** KillerName killed VictimName with a headshot from TruncatedWeaponName ***"
 +
 
 +
{{qnotice|This message has different parameters depending upon the mod.}}<br>
 +
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a "trigger_hurt" entity, in which cases TruncatedWeaponName will be "worldspawn" and "trigger_hurt" respectively.}}<br>
 +
{{qnotice|For vehicle kills, TruncatedWeaponName could be "vehicle", "tank", etc.}}<br>
 +
{{qnotice|In some mods, TruncatedWeaponName is "teammate" for a team kill, which shows a green skull in the HUD message.}}
 +
 
 +
{{begin-hl1msg|DeathMsg|byte, byte, byte, string}}
 +
{{hl1msg|byte|KillerID}}
 +
{{hl1msg|byte|VictimID}}
 +
{{hl1msg|string|TruncatedWeaponName}}
 +
{{end-hl1msg}}
 +
 
 +
== Counter-Strike ==
 +
{{qnotice|TruncatedWeaponName doesn't contain a "weapon_" prefix. See [[CS Weapons Information]] for more information.}}<br>
 +
{{qnotice|For a grenade kill, TruncatedWeaponName isn't "hegrenade", but rather "grenade", which is the actual classname of a thrown grenade.}}<br>
 +
 
 +
{{begin-hl1msg|DeathMsg|byte, byte, byte, string}}
 +
{{hl1msg|byte|KillerID}}
 +
{{hl1msg|byte|VictimID}}
 +
{{hl1msg|byte|IsHeadshot}}
 +
{{hl1msg|string|TruncatedWeaponName}}
 +
{{end-hl1msg}}
 +
 
 +
== Day of Defeat ==
 
{{begin-hl1msg|DeathMsg|byte, byte, byte, string}}
 
{{begin-hl1msg|DeathMsg|byte, byte, byte, string}}
 
{{hl1msg|byte|KillerID}}
 
{{hl1msg|byte|KillerID}}
 
{{hl1msg|byte|VictimID}}
 
{{hl1msg|byte|VictimID}}
{{hl1msg|byte|isHeadshot}}
+
{{hl1msg|byte|WeaponID}}
{{hl1msg|string|WeaponName}}
 
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== FlashBat ==
+
= DebugCSP =
Updates the flashlight battery charge on the [[HUD]]. ChargePC is in per cents.
+
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= DelEntHier =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= DelParts =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= Detpack =
 +
{{ModList||tfc}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= EditPS =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= EndRnd =
 +
{{ModList||ricochet}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= EntHier =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= Feign =
 +
{{ModList||tfc}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= FlagIcon =
 +
{{ModList||gearbox}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= FlagTimer =
 +
{{ModList||gearbox}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= FlashBat =
 +
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message updates the flashlight battery charge on the [[HUD]].<br>
 +
 
 
{{begin-hl1msg|FlashBat|byte}}
 
{{begin-hl1msg|FlashBat|byte}}
{{hl1msg|byte|ChargePC}}
+
{{hl1msg|byte|ChargePercentage}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== Flashlight ==
+
= Flashlight =
Updates the flashlight state and battery charge on the [[HUD]]. If Flag is set to 1 the flashlight [[HUD]] icon will be shown as active.
+
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message updates the flashlight state and battery charge on the [[HUD]]. If Flag is set to 1 the flashlight [[HUD]] icon will be shown as active.<br>
 +
 
 
{{begin-hl1msg|Flashlight|byte, byte}}
 
{{begin-hl1msg|Flashlight|byte, byte}}
 
{{hl1msg|byte|Flag}}
 
{{hl1msg|byte|Flag}}
{{hl1msg|byte|ChargePC}}
+
{{hl1msg|byte|ChargePercent}}
 +
{{end-hl1msg}}
 +
 
 +
= Fog =
 +
{{ModList||cstrike|czero|ns|svencoop}}
 +
 
 +
{{qnotice|mp_Fog 1 for fog in Counter-Strike}}<br>
 +
 
 +
{{begin-hl1msg|Fog|byte, byte, byte}}
 +
{{hl1msg|byte|FogValue}}
 +
{{hl1msg|byte|FogValue}}
 +
{{hl1msg|byte|Unknown}}
 +
{{end-hl1msg}}
 +
 
 +
= ForceCam =
 +
{{ModList||cstrike|czero}}
 +
 
 +
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently unknown. Note that this message doesn't actually change any of the spectating rules for the client.<br>
 +
 
 +
{{qnotice|Even if mp_forcechasecam is set to 2, it is sent by this message as 1.}}<br>
 +
 
 +
{{begin-hl1msg|ForceCam|byte, byte, byte}}
 +
{{hl1msg|byte|ForcecamValue}}
 +
{{hl1msg|byte|ForcechasecamValue}}
 +
{{hl1msg|byte|Unknown}}
 +
{{end-hl1msg}}
 +
 
 +
= Frags =
 +
{{ModList||dod}}
 +
 
 +
This message sets a player's kills, as seen on the scoreboard. This message is only sent for the killer.<br>
 +
 
 +
{{begin-hl1msg|Frags|byte, short}}
 +
{{hl1msg|byte|PlayerID}}
 +
{{hl1msg|short|Kills}}
 +
{{end-hl1msg}}
 +
 
 +
= Frozen =
 +
{{ModList||ricochet}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= GameMode =
 +
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message informs the client of the current game mode.<br>
 +
 
 +
{{begin-hl1msg|GameMode|byte}}
 +
{{hl1msg|byte|Game mode}}
 +
{{end-hl1msg}}
 +
 
 +
= GameRules =
 +
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= GameStatus =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= GameTitle =
 +
{{ModList||dmc|gearbox|valve}}<br>
 +
Display game title (gametitle) - 0 is No and 1 is Yes. If write_byte 1, then Half-Life will be displayed.<br>
 +
{{qnotice|This only works for Half-life}}<br>
 +
<br>
 +
{{begin-hl1msg|GameTitle|byte}}
 +
{{hl1msg|byte|0 or 1}}
 +
{{end-hl1msg}}
 +
 
 +
= GargSplash =
 +
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= Geiger =
 +
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.<br>
 +
 
 +
{{begin-hl1msg|Geiger|byte}}
 +
{{hl1msg|byte|Distance}}
 +
{{end-hl1msg}}
 +
 
 +
= Gib =
 +
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= HandSignal =
 +
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= Health =
 +
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message updates the numerical health value on the [[HUD]].<br>
 +
 
 +
{{begin-hl1msg|Health|byte}}
 +
{{hl1msg|byte|Health}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== Fog ==
+
= HideWeapon =
{{qnotice|No Information available for this event}}
+
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
{{begin-hl1msg|Fog}}
+
 
 +
This message hides the specified [[HUD]] elements.<br>
 +
Flags:
 +
  1  (1<<0)  -  crosshair, ammo, weapons list
 +
  2  (1<<1)  -  flashlight, +
 +
  4  (1<<2)  -  ALL
 +
  8  (1<<3)  -  radar, health, armor, +
 +
  16  (1<<4)  -  timer, +
 +
  32  (1<<5)  -  money, +
 +
  64  (1<<6)  -  crosshair
 +
128  (1<<7)  -  +
 +
Symbol + mean that an additional crosshair will be drawn. That crosshair looks exactly like the one from Crosshair message.<br>
 +
 
 +
{{begin-hl1msg|HideWeapon|byte}}
 +
{{hl1msg|byte|Flags}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== ForceCam ==
+
= HLTV =
{{qnotice|No Information available for this event}}
+
{{ModList||cstrike|czero|dod|}}
{{begin-hl1msg|ForceCam}}
+
 
 +
This message is sent for HLTV and is unique for each round-start.<br>
 +
On new round is fired 2 messages:
 +
// reset all players health for HLTV
 +
MESSAGE_BEGIN( MSG_SPEC, gmsgHLTV );
 +
WRITE_BYTE( 0 );  // 0 = all players
 +
WRITE_BYTE( 100 | 128 );
 +
MESSAGE_END();<br>
 +
// reset all players FOV for HLTV
 +
MESSAGE_BEGIN( MSG_SPEC, gmsgHLTV );
 +
WRITE_BYTE( 0 );  // all players
 +
WRITE_BYTE( 0 );
 +
MESSAGE_END();
 +
 
 +
{{begin-hl1msg|HLTV|byte, byte}}
 +
{{hl1msg|byte|ClientID}}
 +
{{hl1msg|byte|Flags}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== HostageK ==
+
= HostageK =
Temporary draws a blinking red dot on the CT players' radar when hostage is killed.
+
{{ModList||cstrike|czero}}
 +
 
 +
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.<br>
 +
 
 
{{begin-hl1msg|HostageK|byte}}
 
{{begin-hl1msg|HostageK|byte}}
 
{{hl1msg|byte|HostageID}}
 
{{hl1msg|byte|HostageID}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== HostagePos ==
+
= HostagePos =
Draws/updates the blue mark on the CT players' radar which represents the corresponding hostage's position.
+
{{ModList||cstrike|czero}}
 +
 
 +
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.<br>
 +
 
 +
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}<br>
 +
 
 
{{begin-hl1msg|HostagePos|byte, byte, coord, coord, coord}}
 
{{begin-hl1msg|HostagePos|byte, byte, coord, coord, coord}}
{{hl1msg|byte|unknown}}
+
{{hl1msg|byte|Flag}}
 
{{hl1msg|byte|HostageID}}
 
{{hl1msg|byte|HostageID}}
{{hl1msg|coord|X}}
+
{{hl1msg|coord|CoordX}}
{{hl1msg|coord|Y}}
+
{{hl1msg|coord|CoordY}}
{{hl1msg|coord|Z}}
+
{{hl1msg|coord|CoordZ}}
 +
{{end-hl1msg}}
 +
 
 +
= HudColor =
 +
{{ModList||gearbox}}
 +
 
 +
This message sets HudColor. Set HUD color in RGB.<br>
 +
{{qnotice|This only works for OP4. Affects weapon pick-ups, health, armor, and ammo.}}<br>
 +
<br>
 +
{{begin-hl1msg|HudColor|byte}}
 +
{{hl1msg|byte|0-255 RED}}
 +
{{hl1msg|byte|0-255 GRN}}
 +
{{hl1msg|byte|0-255 BLU}}
 +
{{end-hl1msg}}
 +
 
 +
= HudText =
 +
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message prints [[HUD]] text.<br>
 +
 
 +
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}<br>
 +
 
 +
{{begin-hl1msg|HudText|string, byte, byte}}
 +
{{hl1msg|string|TextCode}}
 +
{{hl1msg|byte|InitHUDstyle}}
 +
{{end-hl1msg}}
 +
 
 +
= HudText2 =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= HudTextArgs =
 +
{{ModList||cstrike|czero}}
 +
 
 +
This message prints [[HUD]] text.<br>
 +
 
 +
{{qnotice|An example of TextCode could be "#Hint_you_have_the_bomb".}}<br>
 +
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}<br>
 +
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}<br>
 +
 
 +
{{begin-hl1msg|HudTextArgs|string, byte, byte}}
 +
{{hl1msg|string|TextCode}}
 +
{{hl1msg|byte|InitHUDstyle}}
 +
{{hl1msg|byte|NumberOfSubMessages}}
 +
{{hl1msg|string|SubMsg}}
 +
{{hl1msg|string|SubMsg}}
 +
{{hl1msg|string|...}}
 +
{{end-hl1msg}}
 +
 
 +
= HudTextPro =
 +
{{ModList||cstrike|czero}}
 +
 
 +
This message prints [[HUD]] text.<br>
 +
 
 +
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}<br>
 +
 
 +
{{begin-hl1msg|HudText|string, byte, byte}}
 +
{{hl1msg|string|TextCode}}
 +
{{hl1msg|byte|InitHUDstyle}}
 +
{{end-hl1msg}}
 +
 
 +
= InitHUD =
 +
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message initializes the [[HUD]].<br>
 +
 
 +
{{qnotice|This message has no arguments.}}<br>
 +
 
 +
{{begin-hl1msg|InitHUD}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== NVGToggle ==
+
= InitObj =
Toggles night vision mode. For Flag: 1 is on, 0 is off.
+
{{ModList||dod}}
 +
 
 +
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.
 +
 
 +
{{begin-hl1msg|InitObj|byte,*,*}}
 +
{{hl1msg|byte|TotalObjectives}}
 +
{{hl1msg|Objective|...}}
 +
{{hl1msg|...|}}
 +
{{end-hl1msg}}
 +
 
 +
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:
 +
 
 +
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}
 +
{{hl1msg|short|EntityID?}}
 +
{{hl1msg|byte|ObjectiveID?}}
 +
{{hl1msg|byte|TeamID}}
 +
{{hl1msg|byte|Unknown}}
 +
{{hl1msg|byte|Unknown}}
 +
{{hl1msg|byte|Unknown}}
 +
{{hl1msg|byte|Unknown}}
 +
{{hl1msg|coord|CoordX?}}
 +
{{hl1msg|coord|CoordY?}}
 +
{{end-hl1msg}}
 +
 
 +
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).
 +
 
 +
= IssueOrder =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= ItemPickup =
 +
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message temporarily draws a corresponding item [[HUD]] icon in the middle of the right side of the screen.<br>
 +
 
 +
{{qnotice|Draw time is dependent on the ''hud_drawhistory_time'' client CVar value.}}<br>
 +
 
 +
{{begin-hl1msg|ItemPickup|string}}
 +
{{hl1msg|string|ItemName}}
 +
{{end-hl1msg}}
 +
 
 +
= Items =
 +
{{ModList||tfc}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= ItemStatus =
 +
{{ModList||cstrike|czero}}
 +
 
 +
This message notifies the client about carried items.<br>
 +
Example of some item bits:
 +
1  (1<<0)  -  nightvision goggles
 +
2  (1<<1)  -  defusal kit
 +
 
 +
{{begin-hl1msg|ItemStatus|byte}}
 +
{{hl1msg|byte|ItemsBitSum}}
 +
{{end-hl1msg}}
 +
 
 +
= ListPS =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= Location =
 +
{{ModList||cstrike|czero}}
 +
 
 +
This message is sent when a player changes zones on a map.
 +
 
 +
{{begin-hl1msg|Location|byte, string}}
 +
{{hl1msg|byte|PlayerId}}
 +
{{hl1msg|string|LocationName}}
 +
{{end-hl1msg}}
 +
 
 +
= MapList =
 +
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= MapMarker =
 +
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= MiniMap =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= Money =
 +
{{ModList||cstrike|czero}}
 +
 
 +
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.<br>
 +
 
 +
{{begin-hl1msg|Money|long, byte}}
 +
{{hl1msg|long|Amount}}
 +
{{hl1msg|byte|Flag}}
 +
{{end-hl1msg}}
 +
 
 +
= Monitor =
 +
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= MOTD =
 +
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message displays the MOTD window.<br>
 +
 
 +
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}<br>
 +
 
 +
{{begin-hl1msg|MOTD|byte, string}}
 +
{{hl1msg|byte|Flag}}
 +
{{hl1msg|string|Text}}
 +
{{end-hl1msg}}
 +
 
 +
= NextMap =
 +
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= NexusBytes =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= NVGToggle =
 +
{{ModList||cstrike|czero}}
 +
 
 +
This message toggles night vision mode. For Flag: 1 is on, 0 is off.<br>
 +
 
 
{{begin-hl1msg|NVGToggle|byte}}
 
{{begin-hl1msg|NVGToggle|byte}}
 
{{hl1msg|byte|Flag}}
 
{{hl1msg|byte|Flag}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== ResetHUD ==
+
= Object =
Resets the [[HUD]].
+
{{ModList||dod}}
 +
 
 +
This message is sent when a player picks up certain objects. The specified sprite will be displayed on the left side of the [[HUD]]. An example Sprite is ''sprites/mapsprites/ae_satchel2.spr''.<br>
 +
 
 +
{{begin-hl1msg|Object|string}}
 +
{{hl1msg|string|Sprite}}
 +
{{end-hl1msg}}
 +
 
 +
= ObjScore =
 +
{{ModList||dod}}
 +
 
 +
This message sets a player's score, as seen on the scoreboard.<br>
 +
 
 +
{{begin-hl1msg|ObjScore|byte, short}}
 +
{{hl1msg|byte|PlayerID}}
 +
{{hl1msg|short|Score}}
 +
{{end-hl1msg}}
 +
 
 +
= OldWeapon =
 +
{{ModList||gearbox}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= Particles =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= PClass =
 +
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
{{begin-hl1msg|PClass|byte, byte}}
 +
{{hl1msg|byte|PlayerID?}}
 +
{{hl1msg|byte|Unknown}}
 +
{{end-hl1msg}}
 +
 
 +
= PlayerIcon =
 +
{{ModList||gearbox}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= PlayersIn =
 +
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= PlayHUDNot =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= Playlist =
 +
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= PlyrBrowse =
 +
{{ModList||gearbox}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= Portal =
 +
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= Powerup =
 +
{{ModList||ricochet}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= ProfileInfo =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= Progress =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= ProgUpdate =
 +
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= PShoot =
 +
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= PStatus =
 +
{{ModList||dod}}
 +
 
 +
This message is sent along with [[#Object|Object]] when a player picks up an object. It may have other uses. When I picked up a satchel charge, the Unknown value was 5.<br>
 +
 
 +
{{begin-hl1msg|PStatus|byte, byte}}
 +
{{hl1msg|byte|PlayerID?}}
 +
{{hl1msg|byte|Unknown}}
 +
{{end-hl1msg}}
 +
 
 +
= PTeam =
 +
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= QItems =
 +
{{ModList||dmc}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= Radar =
 +
{{ModList||cstrike|czero}}
 +
 
 +
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.<br>
 +
 
 +
{{qnotice|This works for teammates only.}}<br>
 +
 
 +
{{begin-hl1msg|Radar|byte, coord, coord, coord}}
 +
{{hl1msg|byte|PlayerID}}
 +
{{hl1msg|coord|CoordX}}
 +
{{hl1msg|coord|CoordY}}
 +
{{hl1msg|coord|CoordZ}}
 +
{{end-hl1msg}}
 +
 
 +
= RampSprite =
 +
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= RandomPC =
 +
{{ModList||tfc}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= ReceiveW =
 +
{{ModList||cstrike|czero}}
 +
 
 +
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.<br>
 +
 
 +
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1<br>
 +
(right after putinserver or after fullupdate command)<br>
 +
Mode: 1 is for rain effect, 2 is for snow effect<br>
 +
Though mode 0 is never sent by the game itself, it removes the weather effect.<br>
 +
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}<br>
 +
 
 +
{{begin-hl1msg|ReceiveW|byte}}
 +
{{hl1msg|byte|Mode}}
 +
{{end-hl1msg}}
 +
 
 +
= ReloadDone =
 +
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= ReloadSound =
 +
{{ModList||cstrike|czero}}
 +
 
 +
This message plays generic reload sounds.<br>
 +
 
 +
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}<br>
 +
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}<br>
 +
 
 +
{{begin-hl1msg|ReloadSound|byte, byte}}
 +
{{hl1msg|byte|Volume * 255}}
 +
{{hl1msg|byte|IsNotShotgun}}
 +
{{end-hl1msg}}
 +
 
 +
= ReqState =
 +
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
{{qnotice|This message has no arguments.}}<br>
 +
 
 +
{{begin-hl1msg|ReqState}}
 +
{{end-hl1msg}}
 +
 
 +
= ResetFade =
 +
{{ModList||tfc}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= ResetHUD =
 +
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message resets the [[HUD]].<br>
 +
 
 +
{{qnotice|This message has no arguments.}}<br>
 +
 
 
{{begin-hl1msg|ResetHUD}}
 
{{begin-hl1msg|ResetHUD}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== RoundTime ==
+
= ResetSens =
Updates the round timer on the [[HUD]]. Time is in seconds.
+
{{ModList||dod}}
 +
 
 +
This message resets the client's sensitivity?<br>
 +
 
 +
{{qnotice|This message has no arguments.}}<br>
 +
 
 +
{{begin-hl1msg|ResetSens}}
 +
{{end-hl1msg}}
 +
 
 +
= Reward =
 +
{{ModList||ricochet}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= RoundState =
 +
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= RoundTime =
 +
{{ModList||cstrike|czero}}
 +
 
 +
This message updates the round timer on the [[HUD]]. Time is in seconds.<br>
 +
 
 
{{begin-hl1msg|RoundTime|short}}
 
{{begin-hl1msg|RoundTime|short}}
 
{{hl1msg|short|Time}}
 
{{hl1msg|short|Time}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== SayText ==
+
= SayText =
Prints say [[HUD]] text. Second parameter can be a predefined string or a custom one. In the last case the last two parameters isn't required.<br>
+
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
Some values of the predifined string: #Cstrike_Chat_AllDead, #Cstrike_Chat_All
+
 
 +
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.<br>
 +
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #Cstrike_Name_Change.<br>
 +
 
 +
{{qnotice|For #Cstrike_Name_Change String2 is an old name and String3 is a new name.}}<br>
 +
 
 
{{begin-hl1msg|SayText|byte, string, string, string}}
 
{{begin-hl1msg|SayText|byte, string, string, string}}
 
{{hl1msg|byte|SenderID}}
 
{{hl1msg|byte|SenderID}}
{{hl1msg|string|String}}
+
{{hl1msg|string|String1}}
{{hl1msg|string|unknown}}
+
{{hl1msg|string|String2}}
 +
{{hl1msg|string|String3}}
 +
{{end-hl1msg}}
 +
 
 +
= Scenario =
 +
{{ModList||cstrike|czero}}
 +
 
 +
If Active is 0, this display will be hidden. If Active is 1, this displays Sprite (valid names listed in sprites/hud.txt) to the right of the round timer with an alpha value of Alpha (100-255). If FlashRate is nonzero, then the sprite will flash from the given alpha to an alpha of 100, at a rate of FlashRate (measured in ???). This is used by CZ to display how many hostages remain unrescued, and also to display the ticking bomb when it is planted.<br>
 +
 
 +
[[image:Cs_scenario_msg.jpg|frame|right|Scenario message in CS, using the following parameters: 1, d_mp5navy, 150]]
 +
 
 +
{{qnotice|If Active is 0, don't send any other arguments afterwards. Also, you don't need to send either short if FlashRate is just going to be 0.}}<br>
 +
{{qnotice|This works in both CS and CZ!}}<br>
 +
{{qnotice|In CZ (and possibly CS), if someone respawns after the bomb has been planted, their Scenario event will not work at all until the next round.}}<br>
 +
 
 +
{{begin-hl1msg|Scenario|byte, string, byte, short, short}}
 +
{{hl1msg|byte|Active}}
 +
{{hl1msg|string|Sprite}}
 +
{{hl1msg|byte|Alpha}}
 +
{{hl1msg|short|FlashRate}}
 +
{{hl1msg|short|FlashDelay}}
 +
{{end-hl1msg}}
 +
 
 +
= Scope =
 +
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
{{begin-hl1msg|Scope|byte}}
 +
{{hl1msg|byte|Unknown}}
 +
{{end-hl1msg}}
 +
 
 +
= ScoreAttrib =
 +
{{ModList||cstrike|czero}}
 +
 
 +
This message updates the scoreboard attribute for the specified player. For the 2nd argument, 0 is nothing, (1<<0) i.e. 1 is dead, (1<<1) i.e. 2 is bomb, (1<<2) i.e. 4 is VIP, (1<<3) i.e. 8 is defuse kit.<br>
 +
 
 +
{{qnotice|Flags is a bitwise value so if VIP player is dying with the bomb the Flags will be 7 i.e. bit sum of all flags.}}<br>
 +
 
 +
{{begin-hl1msg|ScoreAttrib|byte, byte}}
 +
{{hl1msg|byte|PlayerID}}
 +
{{hl1msg|byte|Flags}}
 +
{{end-hl1msg}}
 +
 
 +
= ScoreInfo =
 +
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused. In Team Fortress Classic, the score is based on the number of kills, suicides, and captures. Day of Defeat uses [[#ScoreShort|ScoreShort]] and [[#ObjScore|ObjScore]] instead of this message to update score and deaths.<br>
 +
 
 +
{{qnotice|In CS the 4th argument (ClassID) is always equal to 0.}}<br>
 +
 
 +
*See [http://www.amxmodx.org/api/cstrike_const#counter-strike-team-id-constants CS Team Constants] for team indices constants list.<br>
 +
 
 +
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}
 +
{{hl1msg|byte|PlayerID}}
 +
{{hl1msg|short|Score}}
 +
{{hl1msg|short|Deaths}}
 +
{{hl1msg|short|ClassID}}
 +
{{hl1msg|short|TeamID}}
 +
{{end-hl1msg}}
 +
 
 +
= ScoreInfoLong =
 +
{{ModList||dod}}
 +
 
 +
{{qnotice|Although Metamod lists this message, it doesn't appear to be used or even a valid message name.}}<br>
 +
 
 +
= ScoreShort =
 +
{{ModList||dod}}
 +
 
 +
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.<br>
 +
 
 +
{{qnotice|The fifth argument appears to be the same as the ''refresh'' parameter used in [http://www.amxmodx.org/api/dodfun/dod_set_pl_deaths dod_set_pl_deaths] and was always 1 in my testing.}}<br>
 +
 
 +
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}
 +
{{hl1msg|byte|PlayerID}}
 +
{{hl1msg|short|Score}}
 +
{{hl1msg|short|Kills}}
 +
{{hl1msg|short|Deaths}}
 +
{{hl1msg|short|Refresh?}}
 +
{{end-hl1msg}}
 +
 
 +
= ScreenFade =
 +
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message fades the screen.<br>
 +
 
 +
{{qnotice|Duration and HoldTime is in special units. 1 second is equal to (1<<12) i.e. 4096 units.}}<br>
 +
 
 +
Flags (from HLSDK):
 +
FFADE_IN        0x0000 // Just here so we don't pass 0 into the function
 +
FFADE_OUT        0x0001 // Fade out (not in)
 +
FFADE_MODULATE  0x0002 // Modulate (don't blend)
 +
FFADE_STAYOUT    0x0004 // ignores the duration, stays faded out until new ScreenFade message received
 +
 
 +
{{begin-hl1msg|ScreenFade|short, short, short, byte, byte, byte, byte}}
 +
{{hl1msg|short|Duration}}
 +
{{hl1msg|short|HoldTime}}
 +
{{hl1msg|short|Flags}}
 +
{{hl1msg|byte|ColorR}}
 +
{{hl1msg|byte|ColorG}}
 +
{{hl1msg|byte|ColorB}}
 +
{{hl1msg|byte|Alpha}}
 +
{{end-hl1msg}}
 +
 
 +
= ScreenShake =
 +
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message shakes the screen.<br>
 +
 
 +
{{qnotice|All arguments is in special units. 1 second is equal to (1<<12) i.e. 4096 units.}}<br>
 +
 
 +
{{begin-hl1msg|ScreenShake|short, short, short}}
 +
{{hl1msg|short|Amplitude}}
 +
{{hl1msg|short|Duration}}
 +
{{hl1msg|short|Frequency}}
 +
{{end-hl1msg}}
 +
 
 +
= SecAmmoIcon =
 +
{{ModList||tfc|valve|cstrike|czero}}
 +
 
 +
This message creates an icon at the bottom right corner of the screen. TFC uses it to display carried grenade icon. It is not registered in other mods, but it is still useable though.
 +
 
 +
{{qnotice|icon is any sprite name from hud.txt.}}<br>
 +
{{qnotice|this message will have effect only when sent in conjuction with SecAmmoVal message.}}<br>
 +
 
 +
{{begin-hl1msg|SecAmmoIcon|string}}
 +
{{hl1msg|string|icon}}
 +
{{end-hl1msg}}
 +
 
 +
= SecAmmoVal =
 +
{{ModList||tfc|valve|cstrike|czero}}
 +
 
 +
It is used to show carried grenade amount in TFC; it is disabled on all other mods, but it is still useable though.
 +
 
 +
{{qnotice|Slots range from 1 to 4.}}<br>
 +
{{qnotice|Sending 0 as amount for all slots will remove the effect of this message.}}<br>
 +
 
 +
 
 +
{{begin-hl1msg|SecAmmoVal|byte,byte}}
 +
{{hl1msg|byte|slot}}
 +
{{hl1msg|byte|amount}}
 +
{{end-hl1msg}}
 +
 
 +
= SelAmmo =
 +
{{ModList||dmc|gearbox|ricochet|svencoop|tfc|valve}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= SendAudio =
 +
{{ModList||cstrike|czero}}
 +
 
 +
This message plays the specified audio. An example of AudioCode could be "%!MRAD_rounddraw".<br>
 +
 
 +
{{begin-hl1msg|SendAudio|byte, string, short}}
 +
{{hl1msg|byte|SenderID}}
 +
{{hl1msg|string|AudioCode}}
 +
{{hl1msg|short|Pitch}}
 +
{{end-hl1msg}}
 +
 
 +
= ServerName =
 +
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}
 +
 
 +
This message sends the server name to a client.<br>
 +
 
 +
{{begin-hl1msg|ServerName|string}}
 +
{{hl1msg|string|ServerName}}
 +
{{end-hl1msg}}
 +
 
 +
= ServerVar =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= SetFOV =
 +
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message sets the specified field of view.<br>
 +
 
 +
{{begin-hl1msg|SetFOV|byte}}
 +
{{hl1msg|byte|Degrees}}
 +
{{end-hl1msg}}
 +
 
 +
= SetGmma =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= SetMenuTeam =
 +
{{ModList||gearbox}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= SetObj =
 +
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
{{begin-hl1msg|SetObj|byte, byte, byte}}
 +
{{hl1msg|byte|Unknown1}}
 +
{{hl1msg|byte|Unknown2}}
 +
{{hl1msg|byte|Unknown3}}
 +
{{end-hl1msg}}
 +
 
 +
= SetOrder =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= SetRequest =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= SetSelect =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= SetTech =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= SetTopDown =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= SetUpgrades =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= SetupMap =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= ShadowIdx =
 +
{{ModList||cstrike|czero}}
 +
 
 +
{{qnotice|Creates/Hides shadow beneath player.}}<br>
 +
{{qnotice|Passing 0 as the argument will hide the shadow.}}<br>
 +
 
 +
{{begin-hl1msg|ShadowIdx|long}}
 +
{{hl1msg|long|spriteIndex}}
 +
{{end-hl1msg}}
 +
 
 +
= ShieldRic =
 +
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= ShkFlash =
 +
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= ShowMenu =
 +
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message displays a "menu" to a player (text on the left side of the screen). It acts like AMXX's show_menu (in fact, this is how AMXX shows a menu).<br>
 +
 
 +
{{qnotice|Multipart should be 1 if your menu takes up multiple messages (i.e.: string is too big to fit into one). On the final message, Multipart should be 0.}}<br>
 +
 
 +
{{begin-hl1msg|ShowMenu|short, char, byte, string}}
 +
{{hl1msg|short|KeysBitSum}}
 +
{{hl1msg|char|Time}}
 +
{{hl1msg|byte|Multipart}}
 
{{hl1msg|string|Text}}
 
{{hl1msg|string|Text}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== Scenario ==
+
= ShowTimer =
{{qnotice|No Information available for this event}}
+
{{ModList||cstrike|czero}}
{{begin-hl1msg|Scenario|byte}}
+
 
{{hl1msg|byte|unknown}}
+
This message forces the round timer to display.<br>
 +
 
 +
{{qnotice|This message has no arguments.}}<br>
 +
 
 +
{{begin-hl1msg|ShowTimer}}
 +
{{end-hl1msg}}
 +
 
 +
= Sky3D =
 +
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= SoundList =
 +
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= SoundNames =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= Speaksent =
 +
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= SpecFade =
 +
{{ModList||tfc}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= SpecHealth =
 +
{{ModList||cstrike|czero|tfc}}
 +
 
 +
This message updates a spectator's screen with health of the currently spectated player, on health change (on TakeDamage, doesn't seems to be sent anywhere else).<br>
 +
 
 +
{{qnotice|Previous information has been checked on cs1.6/cz only}}<br>
 +
 
 +
{{begin-hl1msg|SpecHealth|byte}}
 +
{{hl1msg|byte|Health}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== ScoreAttrib ==
+
= SpecHealth2 =
Updates the scoreboard's attribute for the specified player. For the 2nd argument, 0 is nothing, 1 is dead, 2 is bomb, 4 is VIP.<br>
+
{{ModList||cstrike|czero}}
{{qnotice|Flag is a bitwise value so if VIP player dying with the bomb the Flag will be 7}}
+
 
{{begin-hl1msg|ScoreAttrib|byte, byte}}
+
This message updates a spectator's screen with the name and health of the given player when player is freshly spectated.<br>
 +
 
 +
{{begin-hl1msg|SpecHealth2|byte, byte}}
 +
{{hl1msg|byte|Health}}
 
{{hl1msg|byte|PlayerID}}
 
{{hl1msg|byte|PlayerID}}
{{hl1msg|byte|Flag}}
 
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== StatusIcon ==
+
= Spectator =
Draws/removes the specified status [[HUD]] icon. For Status, 0 is Hide Icon, 1 is Show Icon, 2 is Flash Icon. Red, Green and Blue arguments is optional and is specified only when Status are not 0.
+
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}
 +
 
 +
This message is sent when a player becomes an observer/spectator.<br>
 +
 
 +
{{qnotice|On join to Spectators this usually is fired twice in a row.}}<br>
 +
 
 +
{{begin-hl1msg|Spectator|byte, byte}}
 +
{{hl1msg|byte|ClientID}}
 +
{{hl1msg|byte|IsSpectator}}
 +
{{end-hl1msg}}
 +
 
 +
= SporeTrail =
 +
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= SRDetonate =
 +
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= SRPrimed =
 +
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= SRPrimedOff =
 +
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= StartProg =
 +
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= StartProgF =
 +
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= StartRnd =
 +
{{ModList||ricochet}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= StartSound =
 +
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= StatsInfo =
 +
{{ModList||gearbox}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= StatsPlayer =
 +
{{ModList||gearbox}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= StatusIcon =
 +
{{ModList||cstrike|czero|gearbox|tfc}}
 +
 
 +
This message draws/removes the specified status [[HUD]] icon. For Status, 0 is Hide Icon, 1 is Show Icon, 2 is Flash Icon. Color arguments are optional and are required only if Status isn't equal to 0.<br>
 +
 
 
{{begin-hl1msg|StatusIcon|byte, string, byte, byte, byte}}
 
{{begin-hl1msg|StatusIcon|byte, string, byte, byte, byte}}
 
{{hl1msg|byte|Status}}
 
{{hl1msg|byte|Status}}
 
{{hl1msg|string|SpriteName}}
 
{{hl1msg|string|SpriteName}}
{{hl1msg|byte|Red}}
+
{{hl1msg|byte|ColorR}}
{{hl1msg|byte|Green}}
+
{{hl1msg|byte|ColorG}}
{{hl1msg|byte|Blue}}
+
{{hl1msg|byte|ColorB}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== StatusText ==
+
= StatusText =
Specifies the status text format.
+
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}
 +
 
 +
This message specifies the status text format.<br>
 +
 
 
{{begin-hl1msg|StatusText|byte, string}}
 
{{begin-hl1msg|StatusText|byte, string}}
{{hl1msg|byte|unknown}}
+
{{hl1msg|byte|Unknown}}
 
{{hl1msg|string|Text}}
 
{{hl1msg|string|Text}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== StatusValue ==
+
= StatusValue =
Sends/updates the status values. For the Flag 1 the Value is TeamRelation, for 2 is PlayerID, for 3 is Health. For TeamRelation, 1 is Teammate player, 2 is Non-Teammate player, 3 is Hostage. If TeamRelation is the Hostage, PlayerID will be always 0.<br>
+
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}
{{qnotice|Usually is fired as a triple message, for example:<br>
+
 
  (1, 2) - non-teammate player<br>
+
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 3 is Health. For TeamRelation, 1 is Teammate player, 2 is Non-Teammate player, 3 is Hostage. If TeamRelation is Hostage, PlayerID will be 0 or will be not sent at all.<br>
  (2, 7) - player index is 7<br>
+
Usually this is fired as a triple message, for example:
  (3, 59) - health is 59}}
+
{1, 2- non-teammate player
 +
{2, 17}  - player index is 17
 +
{3, 59- player health is 59
 +
 
 
{{begin-hl1msg|StatusValue|byte, short}}
 
{{begin-hl1msg|StatusValue|byte, short}}
 
{{hl1msg|byte|Flag}}
 
{{hl1msg|byte|Flag}}
Line 265: Line 1,546:
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== TaskTime ==
+
= TaskTime =
{{qnotice|No Information available for this event}}
+
{{ModList||cstrike|czero}}
{{begin-hl1msg|TaskTime}}
+
 
 +
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.<br>
 +
If Time is -1, the timer dissappears. If Time is any other negative value, it is displayed as green instead of yellow, and considered positive.<br>
 +
If Active is true, timer counts down. Otherwise, it is paused.<br>
 +
If Fade is above zero, the timer will slowly fade out after that many seconds have passed (even if the timer is inactive).<br>
 +
 
 +
{{qnotice|This event can only be used on missions that have an objective requiring a secondary timer!}}<br>
 +
 
 +
{{begin-hl1msg|TaskTime|short, byte, byte}}
 +
{{hl1msg|short|Time}}
 +
{{hl1msg|byte|Active}}
 +
{{hl1msg|byte|Fade}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== TeamInfo ==
+
= TE_CUSTOM =
TeamName is either "UNASSIGNED", "TERRORIST" or "CT".
+
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= TeamFull =
 +
{{ModList||gearbox}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= TeamInfo =
 +
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message sets the team information for the given player.<br>
 +
 
 +
{{qnotice|In CS TeamName is either "UNASSIGNED", "TERRORIST", "CT" or "SPECTATOR".}}<br>
 +
 
 
{{begin-hl1msg|TeamInfo|byte, string}}
 
{{begin-hl1msg|TeamInfo|byte, string}}
{{hl1msg|byte|ID}}
+
{{hl1msg|byte|PlayerID}}
 
{{hl1msg|string|TeamName}}
 
{{hl1msg|string|TeamName}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== TeamScore ==
+
= TeamNames =
Updates the team score on the score board. TeamName is either "TERRORIST" or "CT".
+
{{ModList||gearbox|ns|svencoop|tfc|valve}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= TeamScore =
 +
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message updates the team score on the scoreboard.<br>
 +
 
 +
{{qnotice|This message has different parameters depending upon the mod.}}<br>
 +
{{qnotice|In CS TeamName is either "TERRORIST" or "CT".}}<br>
 +
 
 
{{begin-hl1msg|TeamScore|string, short}}
 
{{begin-hl1msg|TeamScore|string, short}}
 
{{hl1msg|string|TeamName}}
 
{{hl1msg|string|TeamName}}
Line 284: Line 1,602:
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== TextMsg ==
+
== Day of Defeat ==
{{qnotice|There does not necessarily have to be a total of 6 arguments, there could be as little as 2. For example you can send a message with the following:<br>
+
{{begin-hl1msg|TeamScore|byte, short}}
Arg1: 1<br>
+
{{hl1msg|byte|TeamID}}
Arg2: #Game_join_ct<br>
+
{{hl1msg|short|Score}}
Arg3: 4HM | Pimp Daddy<br>}}
+
{{end-hl1msg}}
 +
 
 +
= TechSlots =
 +
{{ModList||ns}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= TextMsg =
 +
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message prints a custom or predefined text message.<br>
 +
There does not necessarily have to be a total of 6 arguments; there could be as little as 2. For example, you can send a message with the following:
 +
Arg1: 1
 +
Arg2: #Game_join_ct
 +
Arg3: Pimp Daddy
 +
 
 
{{begin-hl1msg|TextMsg|byte, string, string, string, string, string}}
 
{{begin-hl1msg|TextMsg|byte, string, string, string, string, string}}
{{hl1msg|byte|ID}}
+
{{hl1msg|byte|DestinationType}}
 
{{hl1msg|string|Message}}
 
{{hl1msg|string|Message}}
 
{{hl1msg|string|Submsg}}
 
{{hl1msg|string|Submsg}}
Line 298: Line 1,631:
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== Train ==
+
= TimeEnd =
{{qnotice|No Information available for this event}}
+
{{ModList||svencoop}}
{{begin-hl1msg|Train}}
+
 
{{hl1msg|byte|unknown}}
+
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= TimeLeft =
 +
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= TimerStatus =
 +
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= ToxicCloud =
 +
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= TracerDecal =
 +
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= Train =
 +
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message displays the speed bar used for controlling a train.<br>
 +
 
 +
{{qnotice|Speed is as follows: 0 (disable display), 1 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}<br>
 +
 
 +
{{begin-hl1msg|Train|byte}}
 +
{{hl1msg|byte|Speed}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== TutorClose ==
+
= TurretLaser =
{{qnotice|No Information available for this event}}
+
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= TutorClose =
 +
{{ModList||cstrike|czero}}
 +
 
 +
This message closes all CZ-style tutor popups.<br>
 +
 
 +
{{qnotice|This message has no arguments.}}<br>
 +
 
 
{{begin-hl1msg|TutorClose}}
 
{{begin-hl1msg|TutorClose}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== TutorLine ==
+
= TutorLine =
{{qnotice|No Information available for this event}}
+
{{ModList||cstrike|czero}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 
{{begin-hl1msg|TutorLine}}
 
{{begin-hl1msg|TutorLine}}
 +
{{hl1msg|short|Unknown1}}
 +
{{hl1msg|short|Unknown2}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== TutorState ==
+
= TutorState =
{{qnotice|No Information available for this event}}
+
{{ModList||cstrike|czero}}
{{begin-hl1msg|TutorState}}
+
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
{{begin-hl1msg|TutorState }}
 +
{{hl1msg|string|Unknown}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== TutorText ==
+
= TutorText =
{{qnotice|No Information available for this event}}
+
{{ModList||cstrike|czero}}
{{begin-hl1msg|TutorText}}
+
 
 +
This message is used to display a CZ-style tutor popup.<br>
 +
 
 +
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}<br>
 +
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}<br>
 +
{{qnotice|IsDead is the message receiver alive status}}<br>
 +
 
 +
DEFAULT 1 // 1<<0 | GREEN  | INFO
 +
FRIENDDEATH 2 // 1<<1 | RED    | SKULL
 +
ENEMYDEATH 4 // 1<<2 | BLUE  | SKULL
 +
SCENARIO 8 // 1<<3 | YELLOW | INFO
 +
BUY 16 // 1<<4 | GREEN  | INFO
 +
CAREER 32 // 1<<5 | GREEN  | INFO
 +
HINT 64 // 1<<6 | GREEN  | INFO
 +
INGAMEHINT 128 // 1<<7 | GREEN  | INFO
 +
ENDGAME 256 // 1<<8 | YELLOW | INFO
 +
 
 +
{{begin-hl1msg|TutorText|string, byte, short, short, short}}
 +
{{hl1msg|string|String}}
 +
{{hl1msg|byte|NumberOfSubMsgs}}
 +
{{hl1msg|string|SubMessage}}
 +
{{hl1msg|string|...}}
 +
{{hl1msg|short|TutorMessageEventId}}
 +
{{hl1msg|short|IsDead}}
 +
{{hl1msg|short|Type}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== VGUIMenu ==
+
= UseSound =
Displays a predefined VGUI menu. Keys is a keys bit sum.
+
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= ValClass =
 +
{{ModList||tfc}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= VGUIMenu =
 +
{{ModList||cstrike|czero|dod|gearbox|svencoop|tfc|}}
 +
 
 +
This message displays a predefined VGUI menu.<br>
 +
 
 
{{begin-hl1msg|VGUIMenu|byte, short, char, byte, string}}
 
{{begin-hl1msg|VGUIMenu|byte, short, char, byte, string}}
{{hl1msg|byte|unknown}}
+
{{hl1msg|byte|MenuID}}
{{hl1msg|short|Keys}}
+
{{hl1msg|short|KeysBitSum}}
{{hl1msg|char|unknown}}
+
{{hl1msg|char|Time?}}
{{hl1msg|byte|unknown}}
+
{{hl1msg|byte|Multipart?}}
{{hl1msg|string|unknown}}
+
{{hl1msg|string|Name?}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== ViewMode ==
+
= ViewMode =
{{qnotice|No Information available for this event}}
+
{{ModList||cstrike|czero|tfc}}
 +
 
 +
{{qnotice|No Information is available for this message (HLSDK says this switches to first-person view, but it doesn't seem to function as so).}}<br>
 +
{{qnotice|This message has no arguments.}}<br>
 +
 
 
{{begin-hl1msg|ViewMode}}
 
{{begin-hl1msg|ViewMode}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== VoiceMask ==
+
= VoiceMask =
{{qnotice|No Information available for this event}}
+
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message tells a client whom they can hear over the microphone.<br>
 +
 
 
{{begin-hl1msg|VoiceMask|long, long}}
 
{{begin-hl1msg|VoiceMask|long, long}}
{{hl1msg|long|PlayersIndexBitSum}}
+
{{hl1msg|long|AudiblePlayersIndexBitSum}}
{{hl1msg|long|unknown}}
+
{{hl1msg|long|ServerBannedPlayersIndexBitSum}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== WeapPickup ==
+
= VoteMenu =
Fired right before weapon is picked up.<br>
+
{{ModList||svencoop}}
{{qnotice|Notice: "right before".}}
+
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= WaveStatus =
 +
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= WaveTime =
 +
{{ModList||dod}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= WeaponList =
 +
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message configures the [[HUD]] weapons list.<br>
 +
 
 +
{{qnotice|This is fired on map initialization.}}<br>
 +
{{qnotice|SlotID starts from 0.}}<br>
 +
 
 +
Flags (from HLSDK):
 +
ITEM_FLAG_SELECTONEMPTY      1
 +
ITEM_FLAG_NOAUTORELOAD        2
 +
ITEM_FLAG_NOAUTOSWITCHEMPTY  4
 +
ITEM_FLAG_LIMITINWORLD        8
 +
ITEM_FLAG_EXHAUSTIBLE        16 // A player can totally exhaust their ammo supply and lose this weapon.
 +
 
 +
{{qnotice|See [[CS Weapons Information]] for more information.}}<br>
 +
 
 +
{{begin-hl1msg|WeaponList|string, byte, byte, byte, byte, byte, byte, byte, byte}}
 +
{{hl1msg|string|WeaponName}}
 +
{{hl1msg|byte|PrimaryAmmoID}}
 +
{{hl1msg|byte|PrimaryAmmoMaxAmount}}
 +
{{hl1msg|byte|SecondaryAmmoID}}
 +
{{hl1msg|byte|SecondaryAmmoMaxAmount}}
 +
{{hl1msg|byte|SlotID}}
 +
{{hl1msg|byte|NumberInSlot}}
 +
{{hl1msg|byte|WeaponID}}
 +
{{hl1msg|byte|Flags}}
 +
{{end-hl1msg}}
 +
 
 +
= WeapPickup =
 +
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}
 +
 
 +
This message temporarily draws the corresponding weapon [[HUD]] icon in the middle of the right side of the screen.<br>
 +
 
 +
{{qnotice|Draw time depends on the ''hud_drawhistory_time'' client CVar value.}}<br>
 +
{{qnotice|This is fired right before weapon is picked up (notice ''"before"'').}}<br>
 +
{{qnotice|See [[CS Weapons Information]] for more information.}}<br>
 +
 
 
{{begin-hl1msg|WeapPickup|byte}}
 
{{begin-hl1msg|WeapPickup|byte}}
 
{{hl1msg|byte|WeaponID}}
 
{{hl1msg|byte|WeaponID}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}
  
== Money ==
+
= Weather =
Updates the Amount of money on the [[HUD]]. If the Flag is 1, the additional new-old [[HUD]] money amount difference will be also displayed.
+
{{ModList||dod}}
{{begin-hl1msg|Money|long, byte}}
+
 
{{hl1msg|long|Amount}}
+
{{qnotice|No Information is available for this message.}}<br>
{{hl1msg|byte|Flag}}
+
 
 +
= WeatherFX =
 +
{{ModList||svencoop}}
 +
 
 +
{{qnotice|No Information is available for this message.}}<br>
 +
 
 +
= YouDied =
 +
{{ModList||dod}}
 +
 
 +
This message is sent to a player when they die.<br>
 +
 
 +
{{begin-hl1msg|YouDied|byte}}
 +
{{hl1msg|byte|Unknown}}
 
{{end-hl1msg}}
 
{{end-hl1msg}}

Latest revision as of 11:49, 30 August 2023


Contents

Introduction

In AMX Mod X you are able to hook in-game messages/events with register_message / register_event. Here are the list of messages/events and their arguments which can be read with get_msg_arg_* / read_data.

  • See the Advanced Scripting article for more on events and messages.
  • See messages.inc and message_const.inc from amxmodx/scriptong/include folder or Messaging functions and Message constants for full messages control including blocking, argument alteration and much more.
  • Type meta game in the server console to list messages for the current mod.
  • Damaged Soul's Message Logging plugin for AMX Mod X can be used to log messages and their parameters on a live server.


ADStop

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


Note: No Information is available for this message.
Note: This message has no arguments.

Name: ADStop
Structure:


AlienInfo

Supported Mods: Natural Selection


Note: No Information is available for this message.

AllowSpec

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Half-Life: Opposing Force • Team Fortress Classic


This message changes whether or not "SPECTATE" appears on the change team menu. It is sent whenever the allow_spectators CVar is changed, with its new value sent as the byte.

Note: This changes how the change team menu appears, but spectating functionality is based on the actual CVar value.

Name: AllowSpec
Structure:
byte Allowed


AmmoPickup

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message temporarily draws HUD numerical ammo amount and corresponding ammo HUD icon in the middle of the right side of the screen.

Note: Draw time depends on the hud_drawhistory_time client CVar value.
Note: See CS Weapons Information for more information.

Name: AmmoPickup
Structure:
byte AmmoID
byte Ammount


AmmoShort

Supported Mods: Day of Defeat


Note: No Information is available for this message.

AmmoX

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message updates the green bar indicator in the HUD weapons list. It also updates HUD backpack ammo number in the lower right corner of the screen if the given ammo type is compatible with the current weapon.

Note: See CS Weapons Information for more information.

Name: AmmoX
Structure:
byte AmmoID
byte Ammount


ArmorType

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message draws/removes the helmet HUD icon. If flag is set to 1, the helmet HUD icon will be drawn (located right on the armor icon).

Name: ArmorType
Structure:
byte Flag


BalanceVar

Supported Mods: Natural Selection


Note: No Information is available for this message.

BarTime

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message draws a HUD progress bar which is filled from 0% to 100% for the time Duration seconds. Once the bar is fully filled it will be removed from the screen automatically.

Note: Set Duration to 0 to hide the bar.

Name: BarTime
Structure:
short Duration


BarTime2

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


The message is the same as BarTime, but StartPercent specifies how much of the bar is (already) filled.

Note: Display time can be calculated with this formula: (1 - (StartPercent / 100)) / Duration

Name: BarTime2
Structure:
short Duration
short StartPercent


Battery

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message updates the icon and numerical armor value on the HUD.

Name: Battery
Structure:
short Armor


Bench

Supported Mods: Team Fortress Classic


Note: No Information is available for this message.

BlinkAcct

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message makes a player's money display flash rapidly, a total of BlinkAmt times.

Name: BlinkAcct
Structure:
byte BlinkAmt


BlipList

Supported Mods: Natural Selection


Note: No Information is available for this message.

BloodPuff

Supported Mods: Day of Defeat


This message creates a puff of blood at the specified coordinates.


Name: BloodPuff
Structure:
coord CoordX
coord CoordY
coord CoordZ


BombDrop

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message is sent when the bomb is dropped or planted by a player.

The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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.

Name: BombDrop
Structure:
coord CoordX
coord CoordY
coord CoordZ
byte Flag


BombPickup

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message just tells the clients that the bomb has been picked up. It will cause the dropped bomb to disappear from the Terrorist team's radar.

Note: This message has no arguments.

Name: BombPickup
Structure:


BotProgress

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message is sent when CZ's bots are learning a new map. It displays a progress bar in the middle of the screen, with some header text. The bar doesn't move, and you can't do anything while the bar is displayed. This is a different style of progress bar than from the BarTime event. This really doesn't display well in CS.

Note: Flag can be 0 (update bar), 1 (create new bar), or 2 (remove bar). When using flag 0, send all arguments. When using flag 1, send only Flag and Header. When using flag 2, send only Flag.

Name: BotProgress
Structure:
byte Flag
byte Progress
string Header


BotVoice

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message displays (or hides) the voice icon above a user's head and the talking icon on the right side of the screen. This is called by CZ for bots; it's not called for regular players, although you can specify a regular player (non-bot) for the PlayerIndex. Status is 1 for talking, or 0 for not talking.

Name: BotVoice
Structure:
byte Status
byte PlayerIndex


Brass

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message creates a brass shell. Used, for example, by the AWP, after firing.

Name: Brass
Structure:
byte MessageID
coord StartX
coord StartY
coord StartZ
coord VelocityX?
coord VelocityY?
coord VelocityZ?
coord UnknownX
coord UnknownY
coord UnknownZ
angle Rotation
short ModelIndex
byte BounceSoundType
byte Life
byte PlayerID


BuildSt

Supported Mods: Team Fortress Classic


Note: No Information is available for this message.

BuyClose

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting killed, etcetera).

Note: This message has no arguments.

Name: BuyClose
Structure:


Camera

Supported Mods: Sven Co-op


Note: No Information is available for this message.

CameraMouse

Supported Mods: Sven Co-op


Note: No Information is available for this message.

CameraView

Supported Mods: Day of Defeat


Note: No Information is available for this message.

CancelProg

Supported Mods: Day of Defeat


Note: No Information is available for this message.

CapMsg

Supported Mods: Day of Defeat


This displays a message like "Player captured the Allied plaza for the Axis". An example PointName is POINT_CAEN_AXISPLAZA.

Name: CapMsg
Structure:
byte PlayerID
string PointName
byte TeamID


CbElec

Supported Mods: Sven Co-op


Note: No Information is available for this message.

ClanTimer

Supported Mods: Day of Defeat


Note: No Information is available for this message.

ClCorpse

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat


This message spawns a player's corpse. ModelName is the player's model name, for example: "leet". Delay is a delay before animation playback, which can be a negative value.

Note: Coord and Delay is multiplied by 128.
Note: In CS, argument #10 is always equal to 0.

Name: ClCorpse
Structure:
string ModelName
long CoordX
long CoordY
long CoordZ
coord Angle0
coord Angle1
coord Angle2
long Delay
byte Sequence
byte ClassID?
byte TeamID
byte PlayerID


ClientAreas

Supported Mods: Day of Defeat


Note: No Information is available for this message.

ClScript

Supported Mods: Natural Selection


Note: No Information is available for this message.

Concuss

Supported Mods: Team Fortress Classic • Half-Life Deathmatch • Counter-Strike • Counter-Strike: Condition Zero


This message creates screen shake effect similar to the TFC concussion grenade effect.

Note: In all mods except TFC, this message requires to be registered by using EngFunc_RegUserMsg.

Name: Concuss
Structure:
byte amount


Countdown

Supported Mods: Natural Selection


Note: No Information is available for this message.

CreateBlood

Supported Mods: Sven Co-op


Note: No Information is available for this message.

Crosshair

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message draws/removes a crosshair. If Flag is set to 1 the crosshair will be drawn.

Note: This crosshair looks not like the regular one, but like the one that is drawn in spectator mode.

Name: Crosshair
Structure:
byte Flag


CTFScore

Supported Mods: Half-Life: Opposing Force


Note: No Information is available for this message.

CurMarker

Supported Mods: Day of Defeat


Note: No Information is available for this message.

CurWeapon

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message updates the numerical magazine ammo count and the corresponding ammo type icon on the HUD.

Note: See CS Weapons Information for more information on Counter-Strike weapons.

Name: CurWeapon
Structure:
byte IsActive
byte WeaponID
byte ClipAmmo


CustomIcon

Supported Mods: Half-Life: Opposing Force


Note: No Information is available for this message.

CZCareer

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message supplies certain updates to the player regarding Condition Zero single-player missions.

Note: See the CZCareer page for more information.
Note: Using an invalid type has no repercussions whatsoever. Therefore, you can use this to make your own custom communications (you can send any number of arguments of any type after the first string).
Note: The Type argument is case-sensitive.
Note: This event does nothing in CS and CZ multiplayer.

Name: CZCareer
Structure:
string Type
* Parameters


CZCareerHUD

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message displays certain HUD elements regarding Condition Zero single-player missions.

Note: See the CZCareerHUD page for more information.
Note: Using an invalid type has no repercussions whatsoever. Therefore, you can use this to make your own custom communications (you can send any number of arguments of any type after the first string).
Note: The Type argument is case-sensitive.
Note: This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).

Name: CZCareerHUD
Structure:
string Type
* Parameters


Damage

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.

Note: To capture this message, you should use "b" as the third parameter in the register_event() function.

Name: Damage
Structure:
byte DamageSave
byte DamageTake
long DamageType
coord CoordX
coord CoordY
coord CoordZ


DeathMsg

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This event is fired to all players (MSG_ALL or MSG_BROADCAST) to notify them of a death. This generates the HUD message the client sees in the upper right corner of their screen.
It also prints the console text message "KillerName killed VictimName with TruncatedWeaponName" or "*** KillerName killed VictimName with a headshot from TruncatedWeaponName ***"

Note: This message has different parameters depending upon the mod.
Note: KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a "trigger_hurt" entity, in which cases TruncatedWeaponName will be "worldspawn" and "trigger_hurt" respectively.
Note: For vehicle kills, TruncatedWeaponName could be "vehicle", "tank", etc.
Note: In some mods, TruncatedWeaponName is "teammate" for a team kill, which shows a green skull in the HUD message.

Name: DeathMsg
Structure:
byte KillerID
byte VictimID
string TruncatedWeaponName


Counter-Strike

Note: TruncatedWeaponName doesn't contain a "weapon_" prefix. See CS Weapons Information for more information.
Note: For a grenade kill, TruncatedWeaponName isn't "hegrenade", but rather "grenade", which is the actual classname of a thrown grenade.

Name: DeathMsg
Structure:
byte KillerID
byte VictimID
byte IsHeadshot
string TruncatedWeaponName


Day of Defeat

Name: DeathMsg
Structure:
byte KillerID
byte VictimID
byte WeaponID


DebugCSP

Supported Mods: Natural Selection


Note: No Information is available for this message.

DelEntHier

Supported Mods: Natural Selection


Note: No Information is available for this message.

DelParts

Supported Mods: Natural Selection


Note: No Information is available for this message.

Detpack

Supported Mods: Team Fortress Classic


Note: No Information is available for this message.

EditPS

Supported Mods: Natural Selection


Note: No Information is available for this message.

EndRnd

Supported Mods: Ricochet


Note: No Information is available for this message.

EntHier

Supported Mods: Natural Selection


Note: No Information is available for this message.

Feign

Supported Mods: Team Fortress Classic


Note: No Information is available for this message.

FlagIcon

Supported Mods: Half-Life: Opposing Force


Note: No Information is available for this message.

FlagTimer

Supported Mods: Half-Life: Opposing Force


Note: No Information is available for this message.

FlashBat

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message updates the flashlight battery charge on the HUD.

Name: FlashBat
Structure:
byte ChargePercentage


Flashlight

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message updates the flashlight state and battery charge on the HUD. If Flag is set to 1 the flashlight HUD icon will be shown as active.

Name: Flashlight
Structure:
byte Flag
byte ChargePercent


Fog

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Natural Selection • Sven Co-op


Note: mp_Fog 1 for fog in Counter-Strike

Name: Fog
Structure:
byte FogValue
byte FogValue
byte Unknown


ForceCam

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently unknown. Note that this message doesn't actually change any of the spectating rules for the client.

Note: Even if mp_forcechasecam is set to 2, it is sent by this message as 1.

Name: ForceCam
Structure:
byte ForcecamValue
byte ForcechasecamValue
byte Unknown


Frags

Supported Mods: Day of Defeat


This message sets a player's kills, as seen on the scoreboard. This message is only sent for the killer.

Name: Frags
Structure:
byte PlayerID
short Kills


Frozen

Supported Mods: Ricochet


Note: No Information is available for this message.

GameMode

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message informs the client of the current game mode.

Name: GameMode
Structure:
byte Game mode


GameRules

Supported Mods: Day of Defeat


Note: No Information is available for this message.

GameStatus

Supported Mods: Natural Selection


Note: No Information is available for this message.

GameTitle

Supported Mods: Deathmatch Classic • Half-Life: Opposing Force • Half-Life Deathmatch


Display game title (gametitle) - 0 is No and 1 is Yes. If write_byte 1, then Half-Life will be displayed.
Note: This only works for Half-life

Name: GameTitle
Structure:
byte 0 or 1


GargSplash

Supported Mods: Sven Co-op


Note: No Information is available for this message.

Geiger

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.

Name: Geiger
Structure:
byte Distance


Gib

Supported Mods: Sven Co-op


Note: No Information is available for this message.

HandSignal

Supported Mods: Day of Defeat


Note: No Information is available for this message.

Health

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message updates the numerical health value on the HUD.

Name: Health
Structure:
byte Health


HideWeapon

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message hides the specified HUD elements.
Flags:

  1   (1<<0)  -  crosshair, ammo, weapons list
  2   (1<<1)  -  flashlight, +
  4   (1<<2)  -  ALL
  8   (1<<3)  -  radar, health, armor, +
 16   (1<<4)  -  timer, +
 32   (1<<5)  -  money, +
 64   (1<<6)  -  crosshair
128   (1<<7)  -  +

Symbol + mean that an additional crosshair will be drawn. That crosshair looks exactly like the one from Crosshair message.

Name: HideWeapon
Structure:
byte Flags


HLTV

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat


This message is sent for HLTV and is unique for each round-start.
On new round is fired 2 messages:

// reset all players health for HLTV
MESSAGE_BEGIN( MSG_SPEC, gmsgHLTV );
WRITE_BYTE( 0 );   // 0 = all players
WRITE_BYTE( 100 | 128 );
MESSAGE_END();
// reset all players FOV for HLTV MESSAGE_BEGIN( MSG_SPEC, gmsgHLTV ); WRITE_BYTE( 0 ); // all players WRITE_BYTE( 0 ); MESSAGE_END();
Name: HLTV
Structure:
byte ClientID
byte Flags


HostageK

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.

Name: HostageK
Structure:
byte HostageID


HostagePos

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.

Note: It is called with Flag set to 1 on player HUD full update.

Name: HostagePos
Structure:
byte Flag
byte HostageID
coord CoordX
coord CoordY
coord CoordZ


HudColor

Supported Mods: Half-Life: Opposing Force


This message sets HudColor. Set HUD color in RGB.
Note: This only works for OP4. Affects weapon pick-ups, health, armor, and ammo.

Name: HudColor
Structure:
byte 0-255 RED
byte 0-255 GRN
byte 0-255 BLU


HudText

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message prints HUD text.

Note: Prints message with specified style in titles.txt with small signs (like in HL)

Name: HudText
Structure:
string TextCode
byte InitHUDstyle


HudText2

Supported Mods: Natural Selection


Note: No Information is available for this message.

HudTextArgs

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message prints HUD text.

Note: An example of TextCode could be "#Hint_you_have_the_bomb".
Note: Prints message with specified style in titles.txt with Big signs (CS Default)
Note: If you have problems specifying the last two arguments, use 1 and 0 respectively.

Name: HudTextArgs
Structure:
string TextCode
byte InitHUDstyle
byte NumberOfSubMessages
string SubMsg
string SubMsg
string ...


HudTextPro

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message prints HUD text.

Note: Prints message with specified style in titles.txt with Big signs (CS Default)

Name: HudText
Structure:
string TextCode
byte InitHUDstyle


InitHUD

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message initializes the HUD.

Note: This message has no arguments.

Name: InitHUD
Structure:


InitObj

Supported Mods: Day of Defeat


This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.

Name: InitObj
Structure:
byte TotalObjectives
Objective ...
...


TotalObjectives represents the number of Objective sub-messages that are present. Each Objective sub-message is in the following format:

Name: Objective
Structure:
short EntityID?
byte ObjectiveID?
byte TeamID
byte Unknown
byte Unknown
byte Unknown
byte Unknown
coord CoordX?
coord CoordY?


If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).

IssueOrder

Supported Mods: Natural Selection


Note: No Information is available for this message.

ItemPickup

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message temporarily draws a corresponding item HUD icon in the middle of the right side of the screen.

Note: Draw time is dependent on the hud_drawhistory_time client CVar value.

Name: ItemPickup
Structure:
string ItemName


Items

Supported Mods: Team Fortress Classic


Note: No Information is available for this message.

ItemStatus

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message notifies the client about carried items.
Example of some item bits:

1   (1<<0)  -  nightvision goggles
2   (1<<1)  -  defusal kit
Name: ItemStatus
Structure:
byte ItemsBitSum


ListPS

Supported Mods: Natural Selection


Note: No Information is available for this message.

Location

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message is sent when a player changes zones on a map.

Name: Location
Structure:
byte PlayerId
string LocationName


MapList

Supported Mods: Sven Co-op


Note: No Information is available for this message.

MapMarker

Supported Mods: Day of Defeat


Note: No Information is available for this message.

MiniMap

Supported Mods: Natural Selection


Note: No Information is available for this message.

Money

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message updates the amount of money on the HUD. If the Flag is 1, the amount of money added will also be displayed.

Name: Money
Structure:
long Amount
byte Flag


Monitor

Supported Mods: Sven Co-op


Note: No Information is available for this message.

MOTD

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message displays the MOTD window.

Note: Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.

Name: MOTD
Structure:
byte Flag
string Text


NextMap

Supported Mods: Sven Co-op


Note: No Information is available for this message.

NexusBytes

Supported Mods: Natural Selection


Note: No Information is available for this message.

NVGToggle

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message toggles night vision mode. For Flag: 1 is on, 0 is off.

Name: NVGToggle
Structure:
byte Flag


Object

Supported Mods: Day of Defeat


This message is sent when a player picks up certain objects. The specified sprite will be displayed on the left side of the HUD. An example Sprite is sprites/mapsprites/ae_satchel2.spr.

Name: Object
Structure:
string Sprite


ObjScore

Supported Mods: Day of Defeat


This message sets a player's score, as seen on the scoreboard.

Name: ObjScore
Structure:
byte PlayerID
short Score


OldWeapon

Supported Mods: Half-Life: Opposing Force


Note: No Information is available for this message.

Particles

Supported Mods: Natural Selection


Note: No Information is available for this message.

PClass

Supported Mods: Day of Defeat


Note: No Information is available for this message.

Name: PClass
Structure:
byte PlayerID?
byte Unknown


PlayerIcon

Supported Mods: Half-Life: Opposing Force


Note: No Information is available for this message.

PlayersIn

Supported Mods: Day of Defeat


Note: No Information is available for this message.

PlayHUDNot

Supported Mods: Natural Selection


Note: No Information is available for this message.

Playlist

Supported Mods: Sven Co-op


Note: No Information is available for this message.

PlyrBrowse

Supported Mods: Half-Life: Opposing Force


Note: No Information is available for this message.

Portal

Supported Mods: Sven Co-op


Note: No Information is available for this message.

Powerup

Supported Mods: Ricochet


Note: No Information is available for this message.

ProfileInfo

Supported Mods: Natural Selection


Note: No Information is available for this message.

Progress

Supported Mods: Natural Selection


Note: No Information is available for this message.

ProgUpdate

Supported Mods: Day of Defeat


Note: No Information is available for this message.

PShoot

Supported Mods: Day of Defeat


Note: No Information is available for this message.

PStatus

Supported Mods: Day of Defeat


This message is sent along with Object when a player picks up an object. It may have other uses. When I picked up a satchel charge, the Unknown value was 5.

Name: PStatus
Structure:
byte PlayerID?
byte Unknown


PTeam

Supported Mods: Day of Defeat


Note: No Information is available for this message.

QItems

Supported Mods: Deathmatch Classic


Note: No Information is available for this message.

Radar

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message draws/updates the dot on the HUD radar which indicates the given player position.

Note: This works for teammates only.

Name: Radar
Structure:
byte PlayerID
coord CoordX
coord CoordY
coord CoordZ


RampSprite

Supported Mods: Sven Co-op


Note: No Information is available for this message.

RandomPC

Supported Mods: Team Fortress Classic


Note: No Information is available for this message.

ReceiveW

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.

Note: Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1
(right after putinserver or after fullupdate command)
Mode: 1 is for rain effect, 2 is for snow effect
Though mode 0 is never sent by the game itself, it removes the weather effect.
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect

Name: ReceiveW
Structure:
byte Mode


ReloadDone

Supported Mods: Day of Defeat


Note: No Information is available for this message.

ReloadSound

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message plays generic reload sounds.

Note: Setting IsNotShotgun to 1 will play weapons/generic_reload.wav
Note: Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav

Name: ReloadSound
Structure:
byte Volume * 255
byte IsNotShotgun


ReqState

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


Note: No Information is available for this message.
Note: This message has no arguments.

Name: ReqState
Structure:


ResetFade

Supported Mods: Team Fortress Classic


Note: No Information is available for this message.

ResetHUD

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message resets the HUD.

Note: This message has no arguments.

Name: ResetHUD
Structure:


ResetSens

Supported Mods: Day of Defeat


This message resets the client's sensitivity?

Note: This message has no arguments.

Name: ResetSens
Structure:


Reward

Supported Mods: Ricochet


Note: No Information is available for this message.

RoundState

Supported Mods: Day of Defeat


Note: No Information is available for this message.

RoundTime

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message updates the round timer on the HUD. Time is in seconds.

Name: RoundTime
Structure:
short Time


SayText

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message prints say HUD text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #Cstrike_Name_Change.

Note: For #Cstrike_Name_Change String2 is an old name and String3 is a new name.

Name: SayText
Structure:
byte SenderID
string String1
string String2
string String3


Scenario

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


If Active is 0, this display will be hidden. If Active is 1, this displays Sprite (valid names listed in sprites/hud.txt) to the right of the round timer with an alpha value of Alpha (100-255). If FlashRate is nonzero, then the sprite will flash from the given alpha to an alpha of 100, at a rate of FlashRate (measured in ???). This is used by CZ to display how many hostages remain unrescued, and also to display the ticking bomb when it is planted.

Scenario message in CS, using the following parameters: 1, d_mp5navy, 150

Note: If Active is 0, don't send any other arguments afterwards. Also, you don't need to send either short if FlashRate is just going to be 0.
Note: This works in both CS and CZ!
Note: In CZ (and possibly CS), if someone respawns after the bomb has been planted, their Scenario event will not work at all until the next round.

Name: Scenario
Structure:
byte Active
string Sprite
byte Alpha
short FlashRate
short FlashDelay


Scope

Supported Mods: Day of Defeat


Note: No Information is available for this message.

Name: Scope
Structure:
byte Unknown


ScoreAttrib

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message updates the scoreboard attribute for the specified player. For the 2nd argument, 0 is nothing, (1<<0) i.e. 1 is dead, (1<<1) i.e. 2 is bomb, (1<<2) i.e. 4 is VIP, (1<<3) i.e. 8 is defuse kit.

Note: Flags is a bitwise value so if VIP player is dying with the bomb the Flags will be 7 i.e. bit sum of all flags.

Name: ScoreAttrib
Structure:
byte PlayerID
byte Flags


ScoreInfo

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused. In Team Fortress Classic, the score is based on the number of kills, suicides, and captures. Day of Defeat uses ScoreShort and ObjScore instead of this message to update score and deaths.

Note: In CS the 4th argument (ClassID) is always equal to 0.

Name: ScoreInfo
Structure:
byte PlayerID
short Score
short Deaths
short ClassID
short TeamID


ScoreInfoLong

Supported Mods: Day of Defeat


Note: Although Metamod lists this message, it doesn't appear to be used or even a valid message name.

ScoreShort

Supported Mods: Day of Defeat


This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.

Note: The fifth argument appears to be the same as the refresh parameter used in dod_set_pl_deaths and was always 1 in my testing.

Name: ScoreShort
Structure:
byte PlayerID
short Score
short Kills
short Deaths
short Refresh?


ScreenFade

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message fades the screen.

Note: Duration and HoldTime is in special units. 1 second is equal to (1<<12) i.e. 4096 units.

Flags (from HLSDK):

FFADE_IN         0x0000 // Just here so we don't pass 0 into the function
FFADE_OUT        0x0001 // Fade out (not in)
FFADE_MODULATE   0x0002 // Modulate (don't blend)
FFADE_STAYOUT    0x0004 // ignores the duration, stays faded out until new ScreenFade message received
Name: ScreenFade
Structure:
short Duration
short HoldTime
short Flags
byte ColorR
byte ColorG
byte ColorB
byte Alpha


ScreenShake

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message shakes the screen.

Note: All arguments is in special units. 1 second is equal to (1<<12) i.e. 4096 units.

Name: ScreenShake
Structure:
short Amplitude
short Duration
short Frequency


SecAmmoIcon

Supported Mods: Team Fortress Classic • Half-Life Deathmatch • Counter-Strike • Counter-Strike: Condition Zero


This message creates an icon at the bottom right corner of the screen. TFC uses it to display carried grenade icon. It is not registered in other mods, but it is still useable though.

Note: icon is any sprite name from hud.txt.
Note: this message will have effect only when sent in conjuction with SecAmmoVal message.

Name: SecAmmoIcon
Structure:
string icon


SecAmmoVal

Supported Mods: Team Fortress Classic • Half-Life Deathmatch • Counter-Strike • Counter-Strike: Condition Zero


It is used to show carried grenade amount in TFC; it is disabled on all other mods, but it is still useable though.

Note: Slots range from 1 to 4.
Note: Sending 0 as amount for all slots will remove the effect of this message.


Name: SecAmmoVal
Structure:
byte slot
byte amount


SelAmmo

Supported Mods: Deathmatch Classic • Half-Life: Opposing Force • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


Note: No Information is available for this message.

SendAudio

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message plays the specified audio. An example of AudioCode could be "%!MRAD_rounddraw".

Name: SendAudio
Structure:
byte SenderID
string AudioCode
short Pitch


ServerName

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message sends the server name to a client.

Name: ServerName
Structure:
string ServerName


ServerVar

Supported Mods: Natural Selection


Note: No Information is available for this message.

SetFOV

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message sets the specified field of view.

Name: SetFOV
Structure:
byte Degrees


SetGmma

Supported Mods: Natural Selection


Note: No Information is available for this message.

SetMenuTeam

Supported Mods: Half-Life: Opposing Force


Note: No Information is available for this message.

SetObj

Supported Mods: Day of Defeat


Note: No Information is available for this message.

Name: SetObj
Structure:
byte Unknown1
byte Unknown2
byte Unknown3


SetOrder

Supported Mods: Natural Selection


Note: No Information is available for this message.

SetRequest

Supported Mods: Natural Selection


Note: No Information is available for this message.

SetSelect

Supported Mods: Natural Selection


Note: No Information is available for this message.

SetTech

Supported Mods: Natural Selection


Note: No Information is available for this message.

SetTopDown

Supported Mods: Natural Selection


Note: No Information is available for this message.

SetUpgrades

Supported Mods: Natural Selection


Note: No Information is available for this message.

SetupMap

Supported Mods: Natural Selection


Note: No Information is available for this message.

ShadowIdx

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


Note: Creates/Hides shadow beneath player.
Note: Passing 0 as the argument will hide the shadow.

Name: ShadowIdx
Structure:
long spriteIndex


ShieldRic

Supported Mods: Sven Co-op


Note: No Information is available for this message.

ShkFlash

Supported Mods: Sven Co-op


Note: No Information is available for this message.

ShowMenu

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message displays a "menu" to a player (text on the left side of the screen). It acts like AMXX's show_menu (in fact, this is how AMXX shows a menu).

Note: Multipart should be 1 if your menu takes up multiple messages (i.e.: string is too big to fit into one). On the final message, Multipart should be 0.

Name: ShowMenu
Structure:
short KeysBitSum
char Time
byte Multipart
string Text


ShowTimer

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message forces the round timer to display.

Note: This message has no arguments.

Name: ShowTimer
Structure:


Sky3D

Supported Mods: Sven Co-op


Note: No Information is available for this message.

SoundList

Supported Mods: Sven Co-op


Note: No Information is available for this message.

SoundNames

Supported Mods: Natural Selection


Note: No Information is available for this message.

Speaksent

Supported Mods: Sven Co-op


Note: No Information is available for this message.

SpecFade

Supported Mods: Team Fortress Classic


Note: No Information is available for this message.

SpecHealth

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Team Fortress Classic


This message updates a spectator's screen with health of the currently spectated player, on health change (on TakeDamage, doesn't seems to be sent anywhere else).

Note: Previous information has been checked on cs1.6/cz only

Name: SpecHealth
Structure:
byte Health


SpecHealth2

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message updates a spectator's screen with the name and health of the given player when player is freshly spectated.

Name: SpecHealth2
Structure:
byte Health
byte PlayerID


Spectator

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Half-Life: Opposing Force • Ricochet • Sven Co-op • Team Fortress Classic


This message is sent when a player becomes an observer/spectator.

Note: On join to Spectators this usually is fired twice in a row.

Name: Spectator
Structure:
byte ClientID
byte IsSpectator


SporeTrail

Supported Mods: Sven Co-op


Note: No Information is available for this message.

SRDetonate

Supported Mods: Sven Co-op


Note: No Information is available for this message.

SRPrimed

Supported Mods: Sven Co-op


Note: No Information is available for this message.

SRPrimedOff

Supported Mods: Sven Co-op


Note: No Information is available for this message.

StartProg

Supported Mods: Day of Defeat


Note: No Information is available for this message.

StartProgF

Supported Mods: Day of Defeat


Note: No Information is available for this message.

StartRnd

Supported Mods: Ricochet


Note: No Information is available for this message.

StartSound

Supported Mods: Sven Co-op


Note: No Information is available for this message.

StatsInfo

Supported Mods: Half-Life: Opposing Force


Note: No Information is available for this message.

StatsPlayer

Supported Mods: Half-Life: Opposing Force


Note: No Information is available for this message.

StatusIcon

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Half-Life: Opposing Force • Team Fortress Classic


This message draws/removes the specified status HUD icon. For Status, 0 is Hide Icon, 1 is Show Icon, 2 is Flash Icon. Color arguments are optional and are required only if Status isn't equal to 0.

Name: StatusIcon
Structure:
byte Status
string SpriteName
byte ColorR
byte ColorG
byte ColorB


StatusText

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Natural Selection • Team Fortress Classic • Half-Life Deathmatch


This message specifies the status text format.

Name: StatusText
Structure:
byte Unknown
string Text


StatusValue

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Natural Selection • Team Fortress Classic • Half-Life Deathmatch


This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 3 is Health. For TeamRelation, 1 is Teammate player, 2 is Non-Teammate player, 3 is Hostage. If TeamRelation is Hostage, PlayerID will be 0 or will be not sent at all.
Usually this is fired as a triple message, for example:

{1,  2}  -  non-teammate player
{2, 17}  -  player index is 17
{3, 59}  -  player health is 59
Name: StatusValue
Structure:
byte Flag
short Value


TaskTime

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.
If Time is -1, the timer dissappears. If Time is any other negative value, it is displayed as green instead of yellow, and considered positive.
If Active is true, timer counts down. Otherwise, it is paused.
If Fade is above zero, the timer will slowly fade out after that many seconds have passed (even if the timer is inactive).

Note: This event can only be used on missions that have an objective requiring a secondary timer!

Name: TaskTime
Structure:
short Time
byte Active
byte Fade


TE_CUSTOM

Supported Mods: Sven Co-op


Note: No Information is available for this message.

TeamFull

Supported Mods: Half-Life: Opposing Force


Note: No Information is available for this message.

TeamInfo

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message sets the team information for the given player.

Note: In CS TeamName is either "UNASSIGNED", "TERRORIST", "CT" or "SPECTATOR".

Name: TeamInfo
Structure:
byte PlayerID
string TeamName


TeamNames

Supported Mods: Half-Life: Opposing Force • Natural Selection • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


Note: No Information is available for this message.

TeamScore

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message updates the team score on the scoreboard.

Note: This message has different parameters depending upon the mod.
Note: In CS TeamName is either "TERRORIST" or "CT".

Name: TeamScore
Structure:
string TeamName
short Score


Day of Defeat

Name: TeamScore
Structure:
byte TeamID
short Score


TechSlots

Supported Mods: Natural Selection


Note: No Information is available for this message.

TextMsg

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message prints a custom or predefined text message.
There does not necessarily have to be a total of 6 arguments; there could be as little as 2. For example, you can send a message with the following:

Arg1: 1
Arg2: #Game_join_ct
Arg3: Pimp Daddy
Name: TextMsg
Structure:
byte DestinationType
string Message
string Submsg
string Submsg
string Submsg
string Submsg


TimeEnd

Supported Mods: Sven Co-op


Note: No Information is available for this message.

TimeLeft

Supported Mods: Day of Defeat


Note: No Information is available for this message.

TimerStatus

Supported Mods: Day of Defeat


Note: No Information is available for this message.

ToxicCloud

Supported Mods: Sven Co-op


Note: No Information is available for this message.

TracerDecal

Supported Mods: Sven Co-op


Note: No Information is available for this message.

Train

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message displays the speed bar used for controlling a train.

Note: Speed is as follows: 0 (disable display), 1 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)

Name: Train
Structure:
byte Speed


TurretLaser

Supported Mods: Sven Co-op


Note: No Information is available for this message.

TutorClose

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message closes all CZ-style tutor popups.

Note: This message has no arguments.

Name: TutorClose
Structure:


TutorLine

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


Note: No Information is available for this message.

Name: TutorLine
Structure:
short Unknown1
short Unknown2


TutorState

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


Note: No Information is available for this message.

Name: TutorState
Structure:
string Unknown


TutorText

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero


This message is used to display a CZ-style tutor popup.

Note: If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.
Note: TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0
Note: IsDead is the message receiver alive status

DEFAULT		1	// 1<<0 | GREEN  | INFO
FRIENDDEATH	2	// 1<<1 | RED    | SKULL
ENEMYDEATH	4	// 1<<2 | BLUE   | SKULL
SCENARIO	8	// 1<<3 | YELLOW | INFO
BUY		16	// 1<<4 | GREEN  | INFO
CAREER		32	// 1<<5 | GREEN  | INFO
HINT		64	// 1<<6 | GREEN  | INFO
INGAMEHINT	128	// 1<<7 | GREEN  | INFO
ENDGAME		256	// 1<<8 | YELLOW | INFO
Name: TutorText
Structure:
string String
byte NumberOfSubMsgs
string SubMessage
string ...
short TutorMessageEventId
short IsDead
short Type


UseSound

Supported Mods: Day of Defeat


Note: No Information is available for this message.

ValClass

Supported Mods: Team Fortress Classic


Note: No Information is available for this message.

VGUIMenu

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Half-Life: Opposing Force • Sven Co-op • Team Fortress Classic


This message displays a predefined VGUI menu.

Name: VGUIMenu
Structure:
byte MenuID
short KeysBitSum
char Time?
byte Multipart?
string Name?


ViewMode

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Team Fortress Classic


Note: No Information is available for this message (HLSDK says this switches to first-person view, but it doesn't seem to function as so).
Note: This message has no arguments.

Name: ViewMode
Structure:


VoiceMask

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message tells a client whom they can hear over the microphone.

Name: VoiceMask
Structure:
long AudiblePlayersIndexBitSum
long ServerBannedPlayersIndexBitSum


VoteMenu

Supported Mods: Sven Co-op


Note: No Information is available for this message.

WaveStatus

Supported Mods: Day of Defeat


Note: No Information is available for this message.

WaveTime

Supported Mods: Day of Defeat


Note: No Information is available for this message.

WeaponList

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message configures the HUD weapons list.

Note: This is fired on map initialization.
Note: SlotID starts from 0.

Flags (from HLSDK):

ITEM_FLAG_SELECTONEMPTY       1
ITEM_FLAG_NOAUTORELOAD        2
ITEM_FLAG_NOAUTOSWITCHEMPTY   4
ITEM_FLAG_LIMITINWORLD        8
ITEM_FLAG_EXHAUSTIBLE        16 // A player can totally exhaust their ammo supply and lose this weapon.

Note: See CS Weapons Information for more information.

Name: WeaponList
Structure:
string WeaponName
byte PrimaryAmmoID
byte PrimaryAmmoMaxAmount
byte SecondaryAmmoID
byte SecondaryAmmoMaxAmount
byte SlotID
byte NumberInSlot
byte WeaponID
byte Flags


WeapPickup

Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch


This message temporarily draws the corresponding weapon HUD icon in the middle of the right side of the screen.

Note: Draw time depends on the hud_drawhistory_time client CVar value.
Note: This is fired right before weapon is picked up (notice "before").
Note: See CS Weapons Information for more information.

Name: WeapPickup
Structure:
byte WeaponID


Weather

Supported Mods: Day of Defeat


Note: No Information is available for this message.

WeatherFX

Supported Mods: Sven Co-op


Note: No Information is available for this message.

YouDied

Supported Mods: Day of Defeat


This message is sent to a player when they die.

Name: YouDied
Structure:
byte Unknown