Difference between revisions of "Left 4 Dead Events"

From AlliedModders Wiki
Jump to: navigation, search
Line 2: Line 2:
 
{{qnotice|None}}<br>
 
{{qnotice|None}}<br>
 
{{begin-hl2msg|player_death|string}}
 
{{begin-hl2msg|player_death|string}}
{{hl2msg|userid|short}}
+
{{hl2msg|short|userid}}
{{hl2msg|entityid|long}}
+
{{hl2msg|long|entityid}}
{{hl2msg|attacker|short}}
+
{{hl2msg|short|attacker}}
{{hl2msg|attackername|string}}
+
{{hl2msg|string|attackername}}
{{hl2msg|attackerentid|long}}
+
{{hl2msg|long|attackerentid}}
{{hl2msg|headshot|bool}}
+
{{hl2msg|bool|headshot}}
{{hl2msg|attackerisbot|boot}}
+
{{hl2msg|boot|attackerisbot}}
{{hl2msg|victimname|string}}
+
{{hl2msg|string|victimname}}
{{hl2msg|victimisbot|bool}}
+
{{hl2msg|bool|victimisbot}}
{{hl2msg|abort|bool}}
+
{{hl2msg|bool|abort}}
{{hl2msg|type|long}}
+
{{hl2msg|long|type}}
{{hl2msg|victim_x|float}}
+
{{hl2msg|float|victim_x}}
{{hl2msg|victim_y|float}}
+
{{hl2msg|float|victim_y}}
{{hl2msg|victim_z|float}}
+
{{hl2msg|float|victim_z}}
 
{{end-hl2msg}}
 
{{end-hl2msg}}
  

Revision as of 09:47, 29 November 2008

player_death

Note: None

Name: player_death
Structure:
short userid {{{3}}}
long entityid {{{3}}}
short attacker {{{3}}}
string attackername {{{3}}}
long attackerentid {{{3}}}
bool headshot {{{3}}}
boot attackerisbot {{{3}}}
string victimname {{{3}}}
bool victimisbot {{{3}}}
bool abort {{{3}}}
long type {{{3}}}
float victim_x {{{3}}}
float victim_y {{{3}}}
float victim_z {{{3}}}


player_hurt

Note: None

Name: player_hurt
Structure:
local 1 {{{3}}}
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

Name: player
Structure:
bot short {{{3}}}


bot_player_replace

Note: When a bot replaces a player

Name: bot
Structure:
player short {{{3}}}


player_afk

Note: When a bot replaces a player

Name: player
Structure:


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

Name: userid
Structure:
manual bool {{{3}}}


weapon_zoom

Note: When a weapon is reloaded

Name: userid
Structure:


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

Name: userid
Structure:


item_pickup

Note: When a player recieves an item

Name: userid
Structure:
item string {{{3}}}


grenade_bounce

Note: When a grenade bounces

Name: userid
Structure:


hegrenade_detonate

Note: When a grenade explodes

Name: userid
Structure:


bullet_impact

Note: When a bullet projectile impacts

Name: userid
Structure:
x float {{{3}}}
y float {{{3}}}
z float {{{3}}}


player_footstep

Note: When a player makes a footstep

Name: userid
Structure:


player_jump

Note: When a player jumps

Name: userid
Structure:


player_blind

Note: When a player is blinded

Name: userid
Structure:


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

Name: userid
Structure:


door_moving

Note: When a door moves

Name: entindex
Structure:
userid short {{{3}}}


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

Name: userid
Structure:
checkpoint bool {{{3}}}


door_unlocked

Note: When a door is unlocked

Name: userid
Structure:
checkpoint bool {{{3}}}


rescue_door_open

Note: When a rescue door is opened

Name: userid
Structure:
entindex long {{{3}}}


waiting_checkpoint_door_used

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

Name: userid
Structure:
entindex long {{{3}}}


waiting_door_used_versus

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

Name: userid
Structure:
entindex long {{{3}}}


waiting_checkpoint_button_used

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

Name: userid
Structure:


nav_blocked

Note: When Nav is blocked

Name: area
Structure:
blocked bool {{{3}}}


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

Name: team
Structure:


vote_cast_yes

Note: When a player votes yes on ingame vote

Name: team
Structure:
entityid long {{{3}}}


vote_cast_no

Note: When a player votes no on ingame vote

Name: team
Structure:
entityid long {{{3}}}


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

Name: rushes
Structure:


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:
difficulty short {{{3}}}


finale_radio_start

Note: When the radio is used to begin the finale

Name: health
Structure:


finale_radio_damaged

Note: When the finale radio is damaged

Name: health
Structure:


player_transistioned

Note: When a player finishes transistioning

Name: userid
Structure:


heal_begin

Note: When a survivors begins to heal

Name: userid
Structure:
subject short {{{3}}}


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

Name: userid
Structure:
subject short {{{3}}}


heal_interrupted

Note: When a survivors ends a heal

Name: userid
Structure:
subject short {{{3}}}


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

Name: userid
Structure:
subject short {{{3}}}


pills_used_fail

Note: When a survivor fails using pills

Name: userid
Structure:


revive_begin

Note: When a survivor begins to revive a fallen player

Name: userid
Structure:
subject short {{{3}}}


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}}}