Difference between revisions of "Team Fortress 2 Events"

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(teamplay_point_startcapture)
Line 311: Line 311:
 
{{hl2msg|short|player}}
 
{{hl2msg|short|player}}
 
{{hl2msg|byte|team}}
 
{{hl2msg|byte|team}}
 +
{{end-hl2msg}}
 +
 +
=== teamplay_setup_finised ===
 +
{{qnotice|When the setup round ends}}<br>
 +
{{begin-hl2msg|teamplay_setup_finised|string}}
 
{{end-hl2msg}}
 
{{end-hl2msg}}
  
Line 337: Line 342:
 
{{qnotice|When a LAN player changes class}}<br>
 
{{qnotice|When a LAN player changes class}}<br>
 
{{begin-hl2msg|localplayer_changeclass|string}}
 
{{begin-hl2msg|localplayer_changeclass|string}}
 +
{{end-hl2msg}}
 +
 +
=== localplayer_respawn ===
 +
{{qnotice|When a LAN player respawns}}<br>
 +
{{begin-hl2msg|localplayer_respawn|string}}
 
{{end-hl2msg}}
 
{{end-hl2msg}}
  

Revision as of 19:54, 5 October 2008

Contents

intro_finish

Note: None

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


intro_nextcamera

Note: None

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


player_changeclass

Note: When a player changes their class

Name: player_changeclass
Structure:
short userid {{{3}}}
short class {{{3}}}


player_death

Note: When a player dies

Name: player_death
Structure:
short userid {{{3}}}
short attacker {{{3}}}
string weapon {{{3}}}
short weaponid {{{3}}}
long damagebits {{{3}}}
short customkill {{{3}}}
short assister {{{3}}}
short dominated {{{3}}}
short assister_dominated {{{3}}}
short revenge {{{3}}}
short assister_revenge {{{3}}}
string weapon_logclassname {{{3}}}


object_destroyed

Note: When a player destroys an object

Name: object_destroyed
Structure:
short userid {{{3}}}
short attacker {{{3}}}
short assister {{{3}}}
string weapon {{{3}}}
short objecttype {{{3}}}


tf_map_time_remaining

Note: None

Name: tf_map_time_remaining
Structure:
long seconds {{{3}}}


tf_game_over

Note: When a tf game ends

Name: tf_game_over
Structure:
string reason {{{3}}}


ctf_flag_captured

Note: When a flag is captured by a player

Name: ctf_flag_captured
Structure:
short capping_team {{{3}}}
short capping_team_score {{{3}}}


controlpoint_initialized

Note: When a player begins to capture a control point

Name: controlpoint_initialized
Structure:


controlpoint_updateimages

Note: None

Name: controlpoint_updateimages
Structure:
short index {{{3}}}


controlpoint_updatelayout

Note: None

Name: controlpoint_updatelayout
Structure:
short index {{{3}}}


controlpoint_updatecapping

Note: None

Name: controlpoint_updatecapping
Structure:
short index {{{3}}}


controlpoint_updateowner

Note: None

Name: controlpoint_updateowner
Structure:
short index {{{3}}}


controlpoint_starttouch

Note: When a player enters a capture point zone

Name: controlpoint_starttouch
Structure:
short player {{{3}}}
short area {{{3}}}


controlpoint_endtouch

Note: When a player leaves a capture point zone

Name: controlpoint_endtouch
Structure:
short player {{{3}}}
short area {{{3}}}


controlpoint_pulse_element

Note: None

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


controlpoint_fake_capture

Note: None

Name: controlpoint_fake_capture
Structure:
short player {{{3}}}
short int_data {{{3}}}


controlpoint_fake_capture_mult

Note: None

Name: controlpoint_fake_capture_mult
Structure:
short player {{{3}}}
short int_data {{{3}}}


teamplay_round_start

Note: When a round restarts

Name: teamplay_round_start
Structure:
bool full_reset {{{3}}}


teamplay_round_active

Note: When the round is active and players can move

Name: teamplay_
Structure:


teamplay_waiting_begins

Note: When the "waiting for players" pre-round begins

Name: teamplay_waiting_begins
Structure:


teamplay_waiting_ends

Note: When the "waiting for players" pre-round ends

Name: teamplay_waiting_ends
Structure:


teamplay_waiting_abouttoend

Note: When the "waiting for players" pre-round is about to end

Name: teamplay_waiting_abouttoend
Structure:


teamplay_restart_round

Note: When a round is restarted

Name: teamplay_restart_round
Structure:


teamplay_ready_restart

Note: None

Name: teamplay_ready_restart
Structure:


teamplay_round_restart_seconds

Note: None

Name: teamplay_round_restart_seconds
Structure:
short seconds {{{3}}}


teamplay_team_ready

Note: None

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


teamplay_round_win

Note: When a team wins a round

Name: teamplay_round_win
Structure:
byte team {{{3}}}
byte winreason {{{3}}}
short flagcaplimit {{{3}}}
short full_round {{{3}}}
float round_time {{{3}}}
short losing_team_num_caps {{{3}}}
byte was_sudden_death {{{3}}}


teamplay_update_timer

Note: None

Name: teamplay_update_timer
Structure:


teamplay_round_stalemate

Note: When a game ends in a stalemate

Name: teamplay_round_stalemate
Structure:
byte reason {{{3}}}


teamplay_overtime_begin

Note: When an overtime round begins

Name: teamplay_overtime_begin
Structure:


teamplay_overtime_end

Note: When an overtime round ends

Name: teamplay_overtime_end
Structure:


teamplay_suddendeath_begin

Note: When a sudden death round begins

Name: teamplay_suddendeath_begin
Structure:


teamplay_suddendeath_end

Note: When a sudden death round ends

Name: teamplay_suddendeath_end
Structure:


teamplay_game_over

Note: When a teamplay game ends

Name: teamplay_game_over
Structure:
string reason {{{3}}}


teamplay_map_time_remaining

Note: None

Name: teamplay_map_time_remaining
Structure:
short seconds {{{3}}}


teamplay_broadcast_audio

Note: {{{1}}}

Name: teamplay_broadcast_audio
Structure:
byte team {{{3}}}
string sound {{{3}}}


teamplay_timer_flash

Note: This event appears to never be used

Name: teamplay_timer_flash
Structure:
short time_remaining {{{3}}}


teamplay_time_time_added

Note: None

Name: teamplay_time_time_added
Structure:
short timer {{{3}}}
short seconds_added {{{3}}}


teamplay_point_startcapture

Note: When a point is beginning to be captured

Name: teamplay_point_startcapture
Structure:
byte cp {{{3}}}
string cpname {{{3}}}
byte team {{{3}}}
byte capteam {{{3}}}
string cappers {{{3}}}


teamplay_point_captured

Note: When a control point is captured by a team

Name: teamplay_point_captured
Structure:
byte cp {{{3}}}
string cpname {{{3}}}
byte team {{{3}}}
string cappers {{{3}}}


teamplay_capture_blocked

Note: When a player blocks the capture of a control point

Name: teamplay_capture_blocked
Structure:
byte cp {{{3}}}
string cpname {{{3}}}
byte blocker {{{3}}}


teamplay_flag_event

Note: None

Name: teamplay_flag_event
Structure:
short player {{{3}}}
short eventtype {{{3}}}


teamplay_win_panel

Note: When the win-game panel is displayed

Name: teamplay_win_panel
Structure:
byte panel_style {{{3}}}
byte winning_team {{{3}}}
byte winreason {{{3}}}
string cappers {{{3}}}
short flagcaplimit {{{3}}}
short blue_score {{{3}}}
short red_score {{{3}}}
short blue_score_prev {{{3}}}
short red_score_prev {{{3}}}
short round_complete {{{3}}}
short round_remaining {{{3}}}
short player_1 {{{3}}}
short player_1_points {{{3}}}
short player_2 {{{3}}}
short player_2_points {{{3}}}
short player_3 {{{3}}}
short player_3_points {{{3}}}


teamplay_teambalanced_player

Note: When a player is balanced to another team

Name: teamplay_balanced_player
Structure:
short player {{{3}}}
byte team {{{3}}}


teamplay_setup_finised

Note: When the setup round ends

Name: teamplay_setup_finised
Structure:


show_freezepanel

Note: When the death-snapshot panel is shown

Name: show_freezepanel
Structure:
short killer {{{3}}}


hide_freezepanel

Note: When the death-snapshot panel is hidden

Name: hide_freezepanel
Structure:


freezecam_started

Note: When a player enters the death-snapshot view

Name: freezecam_started
Structure:


localplayer_changeteam

Note: When a LAN player changes team

Name: localplayer_changeteam
Structure:


localplayer_changeclass

Note: When a LAN player changes class

Name: localplayer_changeclass
Structure:


localplayer_respawn

Note: When a LAN player respawns

Name: localplayer_respawn
Structure:


building_info_changed

Note: None

Name: building_info_changed
Structure:
byte building_type {{{3}}}
byte remove {{{3}}}


localplayer_changedisguise

Note: Whena LAN player changes their disguise as a spy

Name: localplayer_changedisguise
Structure:
bool disguised {{{3}}}


player_account_changed

Note: None

Name: player_account_changed
Structure:
short old_value {{{3}}}
short new_value {{{3}}}


spy_pda_reset

Note: None

Name: spy_pda_reset
Structure:


flagstatus_update

Note: None

Name: flagstatus_update
Structure:


player_stats_updated

Note: When a players stats are updated

Name: player_stats_updated
Structure:
bool forceupload {{{3}}}


playing_commentary

Note: When a commentary is being played

Name: playing_commentary
Structure:


player_chargedeployed

Note: When an uber is deployed

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


player_builtobject

Note: When a player builds an object

Name: player_builtobject
Structure:
short userid {{{3}}}
byte object {{{3}}}


achievement_earned

Note: When a player earns an achievement

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


spec_target_updated

Note: None

Name: spec_target_updated
Structure:


tournament_stateupdate

Note: None

Name: tournament_stateupdate
Structure: