Difference between revisions of "Left 4 Dead Events"
DJ Tsunami (talk | contribs) |
DJ Tsunami (talk | contribs) (→drag_end) |
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=== drag_end === | === drag_end === | ||
{{qnotice|When a survivor stops being dragged}}<br> | {{qnotice|When a survivor stops being dragged}}<br> | ||
− | {{begin-hl2msg| | + | {{begin-hl2msg|drag_end|string}} |
{{hl2msg|short|userid}} | {{hl2msg|short|userid}} | ||
{{hl2msg|short|subject}} | {{hl2msg|short|subject}} | ||
{{end-hl2msg}} | {{end-hl2msg}} |
Revision as of 11:13, 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 success_checkpoint_button_used
- 32 nav_blocked
- 33 round_end_message
- 34 vote_started
- 35 vote_changed
- 36 vote_passed
- 37 vote_failed
- 38 vote_cast_yes
- 39 vote_cast_no
- 40 infected_hurt
- 41 infected_death
- 42 hostname_changed
- 43 difficulty_changed
- 44 finale_start
- 45 finale_vehicle_leaving
- 46 finale_win
- 47 finale_radio_start
- 48 finale_radio_damaged
- 49 player_transitioned
- 50 heal_begin
- 51 heal_success
- 52 heal_end
- 53 heal_interrupted
- 54 give_weapon
- 55 pills_used
- 56 pills_used_fail
- 57 revive_begin
- 58 revive_success
- 59 revive_end
- 60 drag_begin
- 61 drag_end
player_death
Note: None
Name: | player_death | ||||||||||||||||||||||||||||||||||||||||||
Structure: |
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player_hurt
Note: None
Name: | player_hurt | ||||||||||||||||||||||||||||||
Structure: |
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player_team
Note: When a player Changes Team
Name: | player_team | ||||||||||||||||||
Structure: |
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player_bot_replace
Note: When a player replaces a bot
Name: | player_bot_replace | ||||||
Structure: |
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bot_player_replace
Note: When a bot replaces a player
Name: | bot_player_replace | ||||||
Structure: |
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player_afk
Note: When a bot replaces a player
Name: | player_afk | |||
Structure: |
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weapon_fire
Note: When a weapon is fired
Name: | weapon_fire | ||||||||||||
Structure: |
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weapon_fire_on_empty
Note: When a weapon is fired while empty
Name: | weapon_fire_on_empty | |||||||||
Structure: |
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weapon_reload
Note: When a weapon is reloaded
Name: | weapon_reload | ||||||
Structure: |
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weapon_zoom
Note: When a weapon is reloaded
Name: | weapon_zoom | |||
Structure: |
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ability_use
Note: When an ability is used
Name: | ability_use | |||||||||
Structure: |
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ammo_pickup
Note: When a player receives ammo
Name: | ammo_pickup | |||
Structure: |
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item_pickup
Note: When a player receives an item
Name: | item_pickup | ||||||
Structure: |
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grenade_bounce
Note: When a grenade bounces
Name: | grenade_bounce | |||
Structure: |
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hegrenade_detonate
Note: When a grenade explodes
Name: | hegrenade_detonate | |||
Structure: |
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bullet_impact
Note: When a bullet projectile impacts
Name: | bullet_impact | ||||||||||||
Structure: |
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player_footstep
Note: When a player makes a footstep
Name: | player_footstep | |||
Structure: |
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player_jump
Note: When a player jumps
Name: | player_jump | |||
Structure: |
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player_blind
Note: When a player is blinded
Name: | player_blind | |||
Structure: |
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player_falldamage
Note: When a player receives fall damage
Name: | player_falldamage | |||||||||
Structure: |
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player_ledgegrab
Note: When a player grabs on a ledge
Name: | player_ledgegrab | |||||||||
Structure: |
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player_ledgerelease
Note: When a player lets go of a ledge
Name: | player_ledgerelease | |||
Structure: |
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door_moving
Note: When a door moves
Name: | door_moving | ||||||
Structure: |
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door_open
Note: When a door is opened
Name: | door_open | |||||||||
Structure: |
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door_close
Note: When a door is closed
Name: | door_close | ||||||
Structure: |
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door_unlocked
Note: When a door is unlocked
Name: | door_unlocked | ||||||
Structure: |
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rescue_door_open
Note: When a rescue door is opened
Name: | rescue_door_open | ||||||
Structure: |
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waiting_checkpoint_door_used
Note: Someone tried to open a checkpoint door that is locked till everyone loads in
Name: | waiting_checkpoint_door_used | ||||||
Structure: |
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waiting_door_used_versus
Note: Someone tried to open a checkpoint door that is locked till everyone loads in
Name: | waiting_door_used_versus | ||||||
Structure: |
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waiting_checkpoint_button_used
Note: Someone tried to push a button that's locked until everyone is gathered
Name: | waiting_checkpoint_button_used | |||
Structure: |
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success_checkpoint_button_used
Note: Someone pushed a button that's locked until everyone is gathered
Name: | success_checkpoint_button_used | |||
Structure: |
|
Note: When Nav is blocked
Name: | nav_blocked | ||||||
Structure: |
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round_end_message
Note: When a game round ends
Name: | round_end_message | |||||||||
Structure: |
|
vote_started
Note: When a ingame vote is created
Name: | vote_started | ||||||||||||
Structure: |
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vote_changed
Note: When a ingame vote is changed
Name: | vote_changed | |||||||||
Structure: |
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vote_passed
Note: When a ingame vote is passed
Name: | vote_passed | |||||||||
Structure: |
|
vote_failed
Note: When a ingame vote failed
Name: | vote_failed | |||
Structure: |
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vote_cast_yes
Note: When a player votes yes on ingame vote
Name: | vote_cast_yes | ||||||
Structure: |
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vote_cast_no
Note: When a player votes no on ingame vote
Name: | vote_cast_no | ||||||
Structure: |
|
infected_hurt
Note: When an infected is hurt
Name: | infected_hurt | |||||||||||||||
Structure: |
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infected_death
Note: When an infected is killed
Name: | infected_death | ||||||||||||
Structure: |
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hostname_changed
Note: When the server hostname changes
Name: | hostname_changed | |||
Structure: |
|
difficulty_changed
Note: When the server difficulty changes
Name: | difficulty_changed | ||||||
Structure: |
|
finale_start
Note: When the campaign finale begins
Name: | finale_start | |||
Structure: |
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finale_vehicle_leaving
Note: When the finale vehicle is leaving
Name: | finale_vehicle_leaving | |||
Structure: |
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finale_win
Note: When the finale in completed
Name: | finale_win | ||||||
Structure: |
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finale_radio_start
Note: When the radio is used to begin the finale
Name: | finale_radio_start | |||
Structure: |
|
finale_radio_damaged
Note: When the finale radio is damaged
Name: | finale_radio_damaged | |||
Structure: |
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player_transitioned
Note: When a player finishes transitioning
Name: | player_transition | |||
Structure: |
|
heal_begin
Note: When a survivors begins to heal
Name: | heal_begin | ||||||
Structure: |
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heal_success
Note: When a survivors completes a heal
Name: | heal_success | |||||||||
Structure: |
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heal_end
Note: When a survivors ends a heal
Name: | heal_end | ||||||
Structure: |
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heal_interrupted
Note: When a survivors ends a heal
Name: | heal_interrupted | ||||||
Structure: |
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give_weapon
Note: When a weapon is given to a survivor
Name: | give_weapon | |||||||||
Structure: |
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pills_used
Note: When a survivor uses pills
Name: | pills_used | ||||||
Structure: |
|
pills_used_fail
Note: When a survivor fails using pills
Name: | pills_used_fail | |||
Structure: |
|
revive_begin
Note: When a survivor begins to revive a fallen player
Name: | revive_begin | ||||||
Structure: |
|
revive_success
Note: When a survivor revives a fallen player
Name: | revive_success | ||||||||||||
Structure: |
|
revive_end
Note: When a survivor stops reviving a fallen player
Name: | revive_end | |||||||||
Structure: |
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drag_begin
Note: When a survivor is being dragged
Name: | drag_begin | ||||||
Structure: |
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drag_end
Note: When a survivor stops being dragged
Name: | drag_end | ||||||
Structure: |
|