Difference between revisions of "Left 4 Dead Events"
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{{qnotice|None}}<br> | {{qnotice|None}}<br> | ||
{{begin-hl2msg|player_death|string}} | {{begin-hl2msg|player_death|string}} | ||
− | {{hl2msg|userid | + | {{hl2msg|short|userid}} |
− | {{hl2msg|entityid | + | {{hl2msg|long|entityid}} |
− | {{hl2msg|attacker | + | {{hl2msg|short|attacker}} |
− | {{hl2msg|attackername | + | {{hl2msg|string|attackername}} |
− | {{hl2msg|attackerentid | + | {{hl2msg|long|attackerentid}} |
− | {{hl2msg|headshot | + | {{hl2msg|bool|headshot}} |
− | {{hl2msg|attackerisbot | + | {{hl2msg|boot|attackerisbot}} |
− | {{hl2msg|victimname | + | {{hl2msg|string|victimname}} |
− | {{hl2msg|victimisbot | + | {{hl2msg|bool|victimisbot}} |
− | {{hl2msg|abort | + | {{hl2msg|bool|abort}} |
− | {{hl2msg|type | + | {{hl2msg|long|type}} |
− | {{hl2msg|victim_x | + | {{hl2msg|float|victim_x}} |
− | {{hl2msg|victim_y | + | {{hl2msg|float|victim_y}} |
− | {{hl2msg|victim_z | + | {{hl2msg|float|victim_z}} |
{{end-hl2msg}} | {{end-hl2msg}} | ||
Revision as of 09:47, 29 November 2008
Contents
- 1 player_death
- 2 player_hurt
- 3 player_team
- 4 player_bot_replace
- 5 bot_player_replace
- 6 player_afk
- 7 weapon_fire
- 8 weapon_fire_on_empty
- 9 weapon_reload
- 10 weapon_zoom
- 11 ability_use
- 12 ammo_pickup
- 13 item_pickup
- 14 grenade_bounce
- 15 hegrenade_detonate
- 16 bullet_impact
- 17 player_footstep
- 18 player_jump
- 19 player_blind
- 20 player_falldamage
- 21 player_ledgegrab
- 22 player_ledgerelease
- 23 door_moving
- 24 door_open
- 25 door_close
- 26 door_unlocked
- 27 rescue_door_open
- 28 waiting_checkpoint_door_used
- 29 waiting_door_used_versus
- 30 waiting_checkpoint_button_used
- 31 nav_blocked
- 32 round_end_message
- 33 vote_started
- 34 vote_changed
- 35 vote_passed
- 36 vote_failed
- 37 vote_cast_yes
- 38 vote_cast_no
- 39 infected_hurt
- 40 infected_death
- 41 hostname_changed
- 42 difficulty_changed
- 43 finale_start
- 44 finale_vehicle_leaving
- 45 finale_win
- 46 finale_radio_start
- 47 finale_radio_damaged
- 48 player_transistioned
- 49 heal_begin
- 50 heal_success
- 51 heal_end
- 52 heal_interrupted
- 53 give_weapon
- 54 pills_used
- 55 pills_used_fail
- 56 revive_begin
- 57 revive_success
- 58 revive_end
player_death
Note: None
Name: | player_death | ||||||||||||||||||||||||||||||||||||||||||
Structure: |
|
player_hurt
Note: None
Name: | player_hurt | |||||||||||||||||||||||||||||||||
Structure: |
|
player_team
Note: When a player Changes Team
Name: | userid | |||||||||||||||
Structure: |
|
player_bot_replace
Note: When a player replaces a bot
Name: | player | |||
Structure: |
|
bot_player_replace
Note: When a bot replaces a player
Name: | bot | |||
Structure: |
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player_afk
Note: When a bot replaces a player
Name: | player | |
Structure: |
|
weapon_fire
Note: When a weapon is fired
Name: | local | ||||||||||||
Structure: |
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weapon_fire_on_empty
Note: When a weapon is fired while empty
Name: | local | |||||||||
Structure: |
|
weapon_reload
Note: When a weapon is reloaded
Name: | userid | |||
Structure: |
|
weapon_zoom
Note: When a weapon is reloaded
Name: | userid | |
Structure: |
|
ability_use
Note: When an ability is used
Name: | userid | ||||||
Structure: |
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ammo_pickup
Note: When a player recieves ammo
Name: | userid | |
Structure: |
|
item_pickup
Note: When a player recieves an item
Name: | userid | |||
Structure: |
|
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: |
|
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: |
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player_ledgegrab
Note: When a player grabs on a ledge
Name: | userid | ||||||
Structure: |
|
player_ledgerelease
Note: When a player lets go of a ledge
Name: | userid | |
Structure: |
|
door_moving
Note: When a door moves
Name: | entindex | |||
Structure: |
|
door_open
Note: When a door is opened
Name: | userid | ||||||
Structure: |
|
door_close
Note: When a door is closed
Name: | userid | |||
Structure: |
|
door_unlocked
Note: When a door is unlocked
Name: | userid | |||
Structure: |
|
rescue_door_open
Note: When a rescue door is opened
Name: | userid | |||
Structure: |
|
waiting_checkpoint_door_used
Note: Someone tried to open a checkpoint door that is locked till everyone loads in
Name: | userid | |||
Structure: |
|
waiting_door_used_versus
Note: Someone tried to open a checkpoint door that is locked till everyone loads in
Name: | userid | |||
Structure: |
|
waiting_checkpoint_button_used
Note: Someone pushed a button that's locked until everyone is gathered
Name: | userid | |
Structure: |
|
Note: When Nav is blocked
Name: | area | |||
Structure: |
|
round_end_message
Note: When a game round ends
Name: | winner | ||||||
Structure: |
|
vote_started
Note: When a ingame vote is created
Name: | issue | |||||||||
Structure: |
|
vote_changed
Note: When a ingame vote is changed
Name: | yesVotes | ||||||
Structure: |
|
vote_passed
Note: When a ingame vote is passed
Name: | details | ||||||
Structure: |
|
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: |
|
vote_cast_no
Note: When a player votes no on ingame vote
Name: | team | |||
Structure: |
|
infected_hurt
Note: When an infected is hurt
Name: | local | |||||||||||||||
Structure: |
|
infected_death
Note: When an infected is killed
Name: | attacker | |||||||||
Structure: |
|
hostname_changed
Note: When the server hostname changes
Name: | hostname | |
Structure: |
|
difficulty_changed
Note: When the server difficulty changes
Name: | newDifficulty | |||
Structure: |
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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: |
|
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: |
|
heal_success
Note: When a survivors completes a heal
Name: | userid | ||||||
Structure: |
|
heal_end
Note: When a survivors ends a heal
Name: | userid | |||
Structure: |
|
heal_interrupted
Note: When a survivors ends a heal
Name: | userid | |||
Structure: |
|
give_weapon
Note: When a weapon is given to a survivor
Name: | userid | ||||||
Structure: |
|
pills_used
Note: When a survivor uses pills
Name: | userid | |||
Structure: |
|
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: |
|
revive_success
Note: When a survivor revives a fallen player
Name: | userid | |||||||||
Structure: |
|
revive_end
Note: When a survivor stops reviving a fallen player
Name: | userid | ||||||
Structure: |
|