Difference between revisions of "Left 4 Dead Events"

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(bot_player_replace)
(player_hurt)
Line 19: Line 19:
  
 
=== player_hurt ===
 
=== player_hurt ===
{{qnotice|When a client is damaged}}<br>
+
{{qnotice|When a client is damaged.  Not called when the damage causes the player to be incapacitated.}}<br>
 
{{begin-hl2msg|player_hurt|string}}
 
{{begin-hl2msg|player_hurt|string}}
 
{{hl2msg|short|userid}}
 
{{hl2msg|short|userid}}

Revision as of 18:07, 21 January 2009

Contents

player_death

Note: When a client dies

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: When a client is damaged. Not called when the damage causes the player to be incapacitated.

Name: player_hurt
Structure:
short userid {{{3}}}
short attacker {{{3}}}
long attackerentid {{{3}}}
short health {{{3}}}
byte armor {{{3}}}
string weapon {{{3}}}
short dmg_health {{{3}}}
byte dmg_armor {{{3}}}
byte hitgroup {{{3}}}
long type {{{3}}}


player_team

Note: When a player Changes Team

Name: player_team
Structure:
short userid {{{3}}}
byte team {{{3}}}
byte oldteam {{{3}}}
bool disconnect {{{3}}}
string name {{{3}}}
bool isbot {{{3}}}


player_bot_replace

Note: When a bot replaces a player (i.e. player switches to spectate or infected)

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


bot_player_replace

Note: When a player replaces a bot (i.e. player joins survivors team)

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


player_afk

Note: When a bot replaces a player

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


weapon_fire

Note: When a weapon is fired

Name: weapon_fire
Structure:
short userid {{{3}}}
string weapon {{{3}}}
short weaponid {{{3}}}
short count {{{3}}}


weapon_fire_on_empty

Note: When a weapon is fired while empty

Name: weapon_fire_on_empty
Structure:
short userid {{{3}}}
string weapon {{{3}}}
short count {{{3}}}


weapon_reload

Note: When a weapon is reloaded

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


weapon_zoom

Note: When a weapon is reloaded

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


ability_use

Note: When an ability is used

Name: ability_use
Structure:
short userid {{{3}}}
string ability {{{3}}}
short context {{{3}}}


ammo_pickup

Note: When a player receives ammo

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


item_pickup

Note: When a player receives an item

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


grenade_bounce

Note: When a grenade bounces

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


hegrenade_detonate

Note: When a grenade explodes

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


bullet_impact

Note: When a bullet projectile impacts

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


player_footstep

Note: Every time a player takes a step

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


player_jump

Note: Every time a player jumps

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


player_blind

Note: Every time a player is blinded

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


player_falldamage

Note: Every time a player takes damage due to a fall

Name: player_falldamage
Structure:
short userid {{{3}}}
float damage {{{3}}}
short causer {{{3}}}


player_ledgegrab

Note: When a player grabs on a ledge

Name: player_ledgegrab
Structure:
short userid {{{3}}}
short causer {{{3}}}
bool has_upgrade {{{3}}}


player_ledgerelease

Note: When a player lets go of a ledge

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


door_moving

Note: Every time a door is put in motion (opened)

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


door_open

Note: When a door is opened

Name: door_open
Structure:
short userid {{{3}}}
bool checkpoint {{{3}}}
bool closed {{{3}}}


door_close

Note: When a door is closed

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


door_unlocked

Note: When a door is unlocked

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


rescue_door_open

Note: When a rescue door is opened

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


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:
short userid {{{3}}}
long entindex {{{3}}}


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:
short userid {{{3}}}
long entindex {{{3}}}


waiting_checkpoint_button_used

Note: Someone tried to push a button that's locked until everyone is gathered

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


success_checkpoint_button_used

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

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


round_freeze_end

Note: When the round's mp_freezetime is up

Name: round_freeze_end
Structure:
none none {{{3}}}


round_start_pre_entity

Note: None

Name: round_start_pre_entity
Structure:
none none {{{3}}}


round_start_post_nav

Note: None

Name: round_start_post_nav
Structure:
none none {{{3}}}


nav_blocked

Note: Guess: Called when an area is blocked by the nav of a map

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


nav_generate

Note: Called when a nav file does not exist for a map and bots are added

Name: nav_generate
Structure:
none none {{{3}}}


round_end_message

Note: When a game round ends

Name: round_end_message
Structure:
byte winner {{{3}}}
byte reason {{{3}}}
string message {{{3}}}


vote_ended

Note: None

Name: vote_ended
Structure:
none none {{{3}}}


vote_started

Note: When a ingame vote is created

Name: vote_started
Structure:
string issue {{{3}}}
string param1 {{{3}}}
byte team {{{3}}}
long initiator {{{3}}}


vote_changed

Note: When a ingame vote is changed

Name: vote_changed
Structure:
byte yesVotes {{{3}}}
bytes noVotes {{{3}}}
byte potentialVotes {{{3}}}


vote_passed

Note: When a ingame vote is passed

Name: vote_passed
Structure:
string details {{{3}}}
string param1 {{{3}}}
byte team {{{3}}}


vote_failed

Note: When a ingame vote failed

Name: vote_failed
Structure:
byte team {{{3}}}


vote_cast_yes

Note: When a player votes yes on ingame vote

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


vote_cast_no

Note: When a player votes no on ingame vote

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


infected_hurt

Note: When an infected is hurt

Name: infected_hurt
Structure:
short attacker {{{3}}}
long entityid {{{3}}}
byte hitgroup {{{3}}}
short amount {{{3}}}
long type {{{3}}}


infected_death

Note: When an infected is killed

Name: infected_death
Structure:
short attacker {{{3}}}
bool headshot {{{3}}}
bool minigun {{{3}}}
bool blast {{{3}}}


hostname_changed

Note: When the server hostname changes

Name: hostname_changed
Structure:
string hostname {{{3}}}


difficulty_changed

Note: When the server difficulty changes

Name: difficulty_changed
Structure:
short newDifficulty {{{3}}}
short oldDifficulty {{{3}}}


finale_start

Note: When the campaign finale begins

Name: finale_start
Structure:
short rushes {{{3}}}


finale_rush

Note: None

Name: finale_rush
Structure:
none none {{{3}}}


finale_escape_start

Note: None

Name: finale_escape_start
Structure:
none none {{{3}}}


finale_vehicle_ready

Note: None

Name: finale_vehicle_ready
Structure:
none none {{{3}}}


finale_vehicle_leaving

Note: When the finale vehicle is leaving

Name: finale_vehicle_leaving
Structure:
short survivorcount {{{3}}}


finale_win

Note: When the finale in completed

Name: finale_win
Structure:
string map_name {{{3}}}
short difficulty {{{3}}}


mission_lost

Note: None

Name: mission_lost
Structure:
none none {{{3}}}


finale_radio_start

Note: When the radio is used to begin the finale

Name: finale_radio_start
Structure:
short health {{{3}}}


finale_radio_damaged

Note: When the finale radio is damaged

Name: finale_radio_damaged
Structure:
short health {{{3}}}


finale_reportscreen

Note: None

Name: finale_reportscreen
Structure:
none none {{{3}}}


map_transition

Note: None

Name: map_transition
Structure:
none none {{{3}}}


player_transitioned

Note: When a player finishes transitioning

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


heal_begin

Note: When a survivors begins to heal

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


heal_success

Note: When a survivors completes a heal

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


heal_end

Note: When a survivors ends a heal

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


heal_interrupted

Note: When a survivors ends a heal

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


give_weapon

Note: When a weapon is given to a survivor

Name: give_weapon
Structure:
short userid {{{3}}}
short recipient {{{3}}}
short weapon {{{3}}}


pills_used

Note: When a survivor uses pills

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


pills_used_fail

Note: When a survivor fails using pills

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


revive_begin

Note: When a survivor begins to revive a fallen player

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


revive_success

Note: When a survivor revives a fallen player

Name: revive_success
Structure:
short userid {{{3}}}
short subject {{{3}}}
bool lastlife {{{3}}}
bool ledge_hang {{{3}}}


revive_end

Note: When a survivor stops reviving a fallen player

Name: revive_end
Structure:
short userid {{{3}}}
short subject {{{3}}}
bool ledge_hang {{{3}}}


drag_begin

Note: When a survivor is being dragged

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


drag_end

Note: When a survivor stops being dragged

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


player_incapacitated

Note: None

Name: player_incapacitated
Structure:
short userid {{{3}}}
short attacker {{{3}}}
long attackerentid {{{3}}}
string weapon {{{3}}}
long type {{{3}}}
bool has_upgrade {{{3}}}


player_incapacitated_start

Note: None

Name: player_incapacitated_start
Structure:
short userid {{{3}}}
short attacker {{{3}}}
long attackerentid {{{3}}}
string weapon {{{3}}}
long type {{{3}}}


player_entered_start_area

Note: None

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


player_first_spawn

Note: None

Name: player_first_spawn
Structure:
short userid {{{3}}}
string map_name {{{3}}}
bool isbot {{{3}}}


player_left_start_area

Note: None

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


player_entered_checkpoint

Note: None

Name: player_entered_checkpoint
Structure:
short userid {{{3}}}
long entityid {{{3}}}
long door {{{3}}}
long area {{{3}}}
string doorname {{{3}}}


player_left_checkpoint

Note: None

Name: player_left_checkpoint
Structure:
short userid {{{3}}}
long entityid {{{3}}}
long area {{{3}}}


player_shoved

Note: None

Name: player_shoved
Structure:
short userid {{{3}}}
short attacker {{{3}}}


entity_shoved

Note: None

Name: entity_shoved
Structure:
short entityid {{{3}}}
short attacker {{{3}}}


player_jump_apex

Note: None

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


player_blocked

Note: None

Name: player_blocked
Structure:
short userid {{{3}}}
short blocker {{{3}}}


player_now_it

Note: None

Name: player_now_it
Structure:
short userid {{{3}}}
short attacker {{{3}}}
bool exploded {{{3}}}
bool infected {{{3}}}


player_no_longer_it

Note: None

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


witch_harasser_set

Note: None

Name: witch_harasser_set
Structure:
short userid {{{3}}}
long witchid {{{3}}}


witch_spawn

Note: None

Name: witch_spawn
Structure:
long witchid {{{3}}}


witch_killed

Note: None

Name: witch_killed
Structure:
short userid {{{3}}}
long witchid {{{3}}}
bool oneshot {{{3}}}


tank_spawn

Note: None

Name: tank_spawn
Structure:
short userid {{{3}}}
long tankid {{{3}}}


melee_kill

Note: None

Name: melee_kill
Structure:
short userid {{{3}}}
long entityid {{{3}}}
bool ambush {{{3}}}


area_cleared

Note: None

Name: area_cleared
Structure:
short userid {{{3}}}
long area {{{3}}}


award_earned

Note: None

Name: award_earned
Structure:
short userid {{{3}}}
long entityid {{{3}}}
long subjectentid {{{3}}}
short award {{{3}}}


tongue_grab

Note: None

Name: tongue_grab
Structure:
short userid {{{3}}}
short victim {{{3}}}


tongue_broke_bent

Note: None

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


tongue_broke_victim_died

Note: None

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


tongue_release

Note: None

Name: tongue_release
Structure:
short userid {{{3}}}
short victim {{{3}}}
long distance {{{3}}}


choke_start

Note: None

Name: choke_start
Structure:
short userid {{{3}}}
short victim {{{3}}}
bool has_upgrade {{{3}}}


choke_end

Note: None

Name: choke_end
Structure:
short userid {{{3}}}
short victim {{{3}}}


choke_stopped

Note: None

Name: choke_stopped
Structure:
short userid {{{3}}}
short victim {{{3}}}


tongue_pull_stopped

Note: None

Name: tongue_pull_stopped
Structure:
short userid {{{3}}}
short victim {{{3}}}


lunge_shove

Note: None

Name: lunge_shove
Structure:
short userid {{{3}}}
short victim {{{3}}}


lunge_pounce

Note: None

Name: lunge_pounce
Structure:
short userid {{{3}}}
short victim {{{3}}}
long distance {{{3}}}
bool has_upgrade {{{3}}}


pounce_end

Note: None

Name: pounce_end
Structure:
short userid {{{3}}}
short victim {{{3}}}


pounce_stopped

Note: None

Name: pounce_stopped
Structure:
short userid {{{3}}}
short victim {{{3}}}


fatal_vomit

Note: None

Name: fatal_vomit
Structure:
short userid {{{3}}}
short victim {{{3}}}


survivor_call_for_help

Note: None

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


survivor_rescued

Note: None

Name: survivor_rescued
Structure:
short rescuer {{{3}}}
short victim {{{3}}}


survivor_rescue_abandoned

Note: None

Name: survivor_rescue_abandoned
Structure:
none none {{{3}}}


relocated

Note: None

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


respawning

Note: None

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


tank_frustrated

Note: None

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


weapon_given

Note: None

Name: weapon_given
Structure:
short userid {{{3}}}
short giver {{{3}}}
short weapon {{{3}}}
short weaponentid {{{3}}}


weapon_give_duplicate_fail

Note: None

Name: weapon_give_duplicate_fail
Structure:
short userid {{{3}}}
short giver {{{3}}}
short weapon {{{3}}}


break_breakable

Note: None

Name: break_breakable
Structure:
short userid {{{3}}}
long entindex {{{3}}}
byte material {{{3}}}
bool hulkonly {{{3}}}


achievement_earned

Note: None

Name: achievement_earned
Structure:
byte player {{{3}}}
short achievement {{{3}}}


spec_target_updated

Note: None

Name: spec_target_updated
Structure:
none none {{{3}}}


spawner_give_item

Note: None

Name: spawner_give_item
Structure:
short userid {{{3}}}
string item {{{3}}}
long spawner {{{3}}}


create_panic_event

Note: None

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


explain_pills

Note: None

Name: explain_pills
Structure:
long subject {{{3}}}


explain_weapons

Note: None

Name: explain_weapons
Structure:
long subject {{{3}}}


entity_visible

Note: None

Name: entity_visible
Structure:
short userid {{{3}}}
long subject {{{3}}}
string classname {{{3}}}
string entityname {{{3}}}


boomer_near

Note: None

Name: boomer_near
Structure:
short userid {{{3}}}
short victim {{{3}}}


explain_pre_radio

Note: None

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


started_pre_radio

Note: None

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


explain_radio

Note: None

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


explain_gas_truck

Note: None

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


explain_panic_button

Note: None

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


explain_elevator_button

Note: None

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


explain_lift_button

Note: None

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


explain_church_door

Note: None

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


explain_emergency_door

Note: None

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


explain_crane

Note: None

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


explain_bridge

Note: None

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


explain_gas_can_panic

Note: None

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


explain_van_panic

Note: None

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


explain_mainstreet

Note: None

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


explain_train_lever

Note: None

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


explain_disturbance

Note: None

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


use_target

Note: None

Name: use_target
Structure:
long targetid {{{3}}}
string classname {{{3}}}
bool isprop {{{3}}}


player_use

Note: None

Name: player_use
Structure:
short userid {{{3}}}
long targetid {{{3}}}


friendly_fire

Note: None

Name: friendly_fire
Structure:
short attacker {{{3}}}
short victim {{{3}}}
short guilty {{{3}}}
long type {{{3}}}


gameinstructor_draw

Note: None

Name: gameinstructor_draw
Structure:
none none {{{3}}}


gameinstructor_nodraw

Note: None

Name: gameinstructor_nodraw
Structure:
none none {{{3}}}


lobby_exit

Note: None

Name: lobby_exit
Structure:
none none {{{3}}}


player_talking_state

Note: None

Name: player_talking_state
Structure:
byte player {{{3}}}
bool istalking {{{3}}}


weapon_pickup

Note: None

Name: weapon_pickup
Structure:
byte context {{{3}}}
byte weaponid {{{3}}}
byte weaponslot {{{3}}}


hunter_punched

Note: None

Name: hunter_punched
Structure:
short userid {{{3}}}
long hunteruserid {{{3}}}
bool islunging {{{3}}}


hunter_headshot

Note: None

Name: hunter_headshot
Structure:
short userid {{{3}}}
long hunteruserid {{{3}}}
bool islunging {{{3}}}


zombie_ignited

Note: None

Name: zombie_ignited
Structure:
short userid {{{3}}}
long entityid {{{3}}}
string victimname {{{3}}}


boomer_exploded

Note: None

Name: boomer_exploded
Structure:
short userid {{{3}}}
short attacker {{{3}}}
bool splashedbile {{{3}}}


non_pistol_fired

Note: None

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


weapon_fire_at_40

Note: None

Name: weapon_fire_at_40
Structure:
short userid {{{3}}}
string weapon {{{3}}}
short weaponid {{{3}}}
short count {{{3}}}


player_hurt_concise

Note: None

Name: player_hurt_concise
Structure:
short userid {{{3}}}
long attackerentid {{{3}}}
short dmg_health {{{3}}}


tank_killed

Note: None

Name: tank_killed
Structure:
short userid {{{3}}}
short attacker {{{3}}}
bool solo {{{3}}}


achievement_write_failed

Note: None

Name: achievement_write_failed
Structure:
none none {{{3}}}


ghost_spawn_time

Note: None

Name: ghost_spawn_time
Structure:
short userid {{{3}}}
short spawntime {{{3}}}