Name:
|
userid
|
Structure:
|
entityid
|
long
|
{{{3}}}
|
attacker
|
short
|
{{{3}}}
|
attackername
|
string
|
{{{3}}}
|
attackerentid
|
long
|
{{{3}}}
|
headshot
|
bool
|
{{{3}}}
|
attackerisbot
|
boot
|
{{{3}}}
|
victimname
|
string
|
{{{3}}}
|
victimisbot
|
bool
|
{{{3}}}
|
abort
|
bool
|
{{{3}}}
|
type
|
long
|
{{{3}}}
|
victim_x
|
float
|
{{{3}}}
|
victim_y
|
float
|
{{{3}}}
|
victim_z
|
float
|
{{{3}}}
|
|
player_hurt
Note: When a player is Hurt
Name:
|
local
|
Structure:
|
userid
|
short
|
{{{3}}}
|
attacker
|
short
|
{{{3}}}
|
attackerentid
|
long
|
{{{3}}}
|
health
|
short
|
{{{3}}}
|
armor
|
byte
|
{{{3}}}
|
weapon
|
string
|
{{{3}}}
|
dmg_health
|
short
|
{{{3}}}
|
dmg_armor
|
byte
|
{{{3}}}
|
hitgroup
|
byte
|
{{{3}}}
|
type
|
long
|
{{{3}}}
|
|
player_team
Note: When a player Changes Team
Name:
|
userid
|
Structure:
|
team
|
byte
|
{{{3}}}
|
oldteam
|
byte
|
{{{3}}}
|
disconnect
|
bool
|
{{{3}}}
|
name
|
string
|
{{{3}}}
|
isbot
|
bool
|
{{{3}}}
|
|
player_bot_replace
Note: When a player replaces a bot
bot_player_replace
Note: When a bot replaces a player
player_afk
Note: When a bot replaces a player
weapon_fire
Note: When a weapon is fired
Name:
|
local
|
Structure:
|
userid
|
short
|
{{{3}}}
|
weapon
|
string
|
{{{3}}}
|
weaponid
|
short
|
{{{3}}}
|
count
|
short
|
{{{3}}}
|
|
weapon_fire_on_empty
Note: When a weapon is fired while empty
Name:
|
local
|
Structure:
|
userid
|
short
|
{{{3}}}
|
weapon
|
string
|
{{{3}}}
|
count
|
short
|
{{{3}}}
|
|
weapon_reload
Note: When a weapon is reloaded
weapon_zoom
Note: When a weapon is reloaded
ability_use
Note: When an ability is used
Name:
|
userid
|
Structure:
|
ability
|
string
|
{{{3}}}
|
context
|
short
|
{{{3}}}
|
|
ammo_pickup
Note: When a player recieves ammo
item_pickup
Note: When a player recieves an item
grenade_bounce
Note: When a grenade bounces
hegrenade_detonate
Note: When a grenade explodes
bullet_impact
Note: When a bullet projectile impacts
Name:
|
userid
|
Structure:
|
x
|
float
|
{{{3}}}
|
y
|
float
|
{{{3}}}
|
z
|
float
|
{{{3}}}
|
|
Note: When a player makes a footstep
player_jump
Note: When a player jumps
player_blind
Note: When a player is blinded
player_falldamage
Note: When a player recieves fall damage
Name:
|
userid
|
Structure:
|
damage
|
float
|
{{{3}}}
|
causer
|
short
|
{{{3}}}
|
|
player_ledgegrab
Note: When a player grabs on a ledge
Name:
|
userid
|
Structure:
|
causer
|
short
|
{{{3}}}
|
has_upgrade
|
bool
|
{{{3}}}
|
|
player_ledgerelease
Note: When a player lets go of a ledge
door_moving
Note: When a door moves
Name:
|
entindex
|
Structure:
|
|
door_open
Note: When a door is opened
Name:
|
userid
|
Structure:
|
checkpoint
|
bool
|
{{{3}}}
|
closed
|
bool
|
{{{3}}}
|
|
door_close
Note: When a door is closed
door_unlocked
Note: When a door is unlocked
rescue_door_open
Note: When a rescue door is opened
waiting_checkpoint_door_used
Note: Someone tried to open a checkpoint door that is locked till everyone loads in
waiting_door_used_versus
Note: Someone tried to open a checkpoint door that is locked till everyone loads in
waiting_checkpoint_button_used
Note: Someone pushed a button that's locked until everyone is gathered
nav_blocked
Note: When Nav is blocked
round_end_message
Note: When a game round ends
Name:
|
winner
|
Structure:
|
reason
|
byte
|
{{{3}}}
|
message
|
string
|
{{{3}}}
|
|
vote_started
Note: When a ingame vote is created
Name:
|
issue
|
Structure:
|
param1
|
string
|
{{{3}}}
|
team
|
byte
|
{{{3}}}
|
initiator
|
long
|
{{{3}}}
|
|
vote_changed
Note: When a ingame vote is changed
Name:
|
yesVotes
|
Structure:
|
noVotes
|
bytes
|
{{{3}}}
|
potentialVotes
|
byte
|
{{{3}}}
|
|
vote_passed
Note: When a ingame vote is passed
Name:
|
details
|
Structure:
|
param1
|
string
|
{{{3}}}
|
team
|
byte
|
{{{3}}}
|
|
vote_failed
Note: When a ingame vote failed
vote_cast_yes
Note: When a player votes yes on ingame vote
vote_cast_no
Note: When a player votes no on ingame vote
infected_hurt
Note: When an infected is hurt
Name:
|
local
|
Structure:
|
attacker
|
short
|
{{{3}}}
|
entityid
|
long
|
{{{3}}}
|
hitgroup
|
byte
|
{{{3}}}
|
amount
|
short
|
{{{3}}}
|
type
|
long
|
{{{3}}}
|
|
infected_death
Note: When an infected is killed
Name:
|
attacker
|
Structure:
|
headshot
|
bool
|
{{{3}}}
|
minigun
|
bool
|
{{{3}}}
|
blast
|
bool
|
{{{3}}}
|
|
hostname_changed
Note: When the server hostname changes
Name:
|
hostname
|
Structure:
|
|
difficulty_changed
Note: When the server difficulty changes
Name:
|
newDifficulty
|
Structure:
|
oldDifficulty
|
short
|
{{{3}}}
|
|
finale_start
Note: When the campaign finale begins
finale_vehicle_leaving
Note: When the finale vehicle is leaving
Name:
|
survivorcount
|
Structure:
|
|
finale_win
Note: When the finale in completed
Name:
|
map_name
|
Structure:
|
|
finale_radio_start
Note: When the radio is used to begin the finale
finale_radio_damaged
Note: When the finale radio is damaged
player_transistioned
Note: When a player finishes transistioning
heal_begin
Note: When a survivors begins to heal
heal_success
Note: When a survivors completes a heal
Name:
|
userid
|
Structure:
|
subject
|
short
|
{{{3}}}
|
health_restored
|
short
|
{{{3}}}
|
|
heal_end
Note: When a survivors ends a heal
heal_interrupted
Note: When a survivors ends a heal
give_weapon
Note: When a weapon is given to a survivor
Name:
|
userid
|
Structure:
|
recipient
|
short
|
{{{3}}}
|
weapon
|
short
|
{{{3}}}
|
|
pills_used
Note: When a survivor uses pills
pills_used_fail
Note: When a survivor fails using pills
revive_begin
Note: When a survivor begins to revive a fallen player
revive_success
Note: When a survivor revives a fallen player
Name:
|
userid
|
Structure:
|
subject
|
short
|
{{{3}}}
|
lastlife
|
bool
|
{{{3}}}
|
ledge_hang
|
bool
|
{{{3}}}
|
|
revive_end
Note: When a survivor stops reviving a fallen player
Name:
|
userid
|
Structure:
|
subject
|
short
|
{{{3}}}
|
ledge_hang
|
bool
|
{{{3}}}
|
|
|