Difference between revisions of "Counter-Strike: Source Events"

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(bomb_plant)
(smokegrenade_detonate)
Line 212: Line 212:
 
=== smokegrenade_detonate ===
 
=== smokegrenade_detonate ===
 
{{qnotice|Every time a smokegrenade detonates}}
 
{{qnotice|Every time a smokegrenade detonates}}
{{begin-hl2msg|flashbang_detonate|string}}
+
{{begin-hl2msg|smokegrenade_detonate|string}}
 
{{hl2msg|short|userid}}
 
{{hl2msg|short|userid}}
 
{{end-hl2msg}}
 
{{end-hl2msg}}

Revision as of 12:18, 2 April 2009

Refer back to Game Events (Source) for more events.

player_death

Note: When a client dies

Name: player_death
Structure:
short userid {{{3}}}
short attacker {{{3}}}
string weapon {{{3}}}
bool headshot {{{3}}}


player_hurt

Note: When a client is damaged

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


bomb_beginplant

Note: When the bomb is starting to get planted

Name: bomb_beginplant
Structure:
short userid {{{3}}}
short site {{{3}}}


bomb_abortplant

Note: When the bomb planter stops planting the bomb

Name: bomb_abortplant
Structure:
short userid {{{3}}}
short site {{{3}}}


bomb_planted

Note: When the bomb has been planted

Name: bomb_planted
Structure:
short userid {{{3}}}
short site {{{3}}}
short posx {{{3}}}
short posy {{{3}}}


bomb_defused

Note: When the bomb has been defused

Name: bomb_defused
Structure:
short userid {{{3}}}
short site {{{3}}}


bomb_exploded

Note: When the bomb explodes

Name: bomb_exploded
Structure:
short userid {{{3}}}
short site {{{3}}}


bomb_dropped

Note: When the bomb is dropped by a client

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


bomb_pickup

Note: When the bomb is picked up by a client

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


bomb_begindefuse

Note: When the bomb is started to be defused

Name: bomb_begindefuse
Structure:
short userid {{{3}}}
bool haskit {{{3}}}


bomb_abortdefuse

Note: When the bomb defusal is stopped

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


hostage_follows

Note: When the hostage begins following a client

Name: hostage_follows
Structure:
short userid {{{3}}}
short hostage {{{3}}}


hostage_hurt

Note: When a hostage is damaged

Name: hostage_hurt
Structure:
short userid {{{3}}}
short hostage {{{3}}}


hostage_killed

Note: When a hostage is killed

Name: hostage_killed
Structure:
short userid {{{3}}}
short hostage {{{3}}}


hostage_rescued

Note: When a hostage is rescued

Name: hostage_rescued
Structure:
short userid {{{3}}}
short hostage {{{3}}}
short site {{{3}}}


hostage_stops_following

Note: When a hostage stops following a client

Name: hostage_stops_following
Structure:
short userid {{{3}}}
short hostage {{{3}}}


hostage_rescued_all

Note: When all the hostages are rescued

Name: hostage_rescued_all
Structure:
none none {{{3}}}


hostage_call_for_help

Note: When the hostage calls for help

Name: hostage_call_for_help
Structure:
short hostage {{{3}}}


vip_escaped

Note: When the VIP escapes

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


vip_killed

Note: When the VIP is killed

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


player_radio

Note: When the player uses radio commands

Name: player_radio
Structure:
short userid {{{3}}}
short slot {{{3}}}


bomb_beep

Note: Every time the bomb beep sound happens

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


weapon_fire

Note: Every time a client fires their weapon

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


weapon_fire_on_empty

Note: Every time a client fires their weapon and it's empty

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


weapon_reload

Note: Every time a client reloads their weapon

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


weapon_zoom

Note: Every time a client zooms a scoped weapon

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


item_pickup

Note: Every time an item is picked up (generally weapons)

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


grenade_bounce

Note: Every time a grenade bounces

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


hegrenade_detonate

Note: Every time a hegrenade explodes

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


flashbang_detonate

Note: Every time a flashbang detonates

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


smokegrenade_detonate

Note: Every time a smokegrenade detonates

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


bullet_impact

Note: Every time a bullet hits something

Name: bullet_impact
Structure:
short userid {{{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 by a flashbang

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}}}


door_moving

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

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


round_freeze_end

Note: When the round's mp_freezetime is up

Name: round_freeze_end
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}}}