Difference between revisions of "Counter-Strike: Source Events"
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:''Refer back to [[Game Events (Source)]] for more events.'' | :''Refer back to [[Game Events (Source)]] for more events.'' | ||
+ | |||
+ | All cstrike mod events can be found in cstrike\resource\modevents.res | ||
+ | |||
=== player_death === | === player_death === | ||
{{qnotice|When a client dies}} | {{qnotice|When a client dies}} | ||
{{begin-hl2msg|player_death|string}} | {{begin-hl2msg|player_death|string}} | ||
− | {{hl2msg|short|userid}} | + | {{hl2msg|short|userid|user ID who died}} |
− | {{hl2msg|short|attacker}} | + | {{hl2msg|short|attacker|user ID who killed}} |
− | {{hl2msg|string|weapon}} | + | {{hl2msg|string|weapon|weapon name killer used }} |
− | {{hl2msg|bool|headshot}} | + | {{hl2msg|bool|headshot|singals a headshot}} |
{{end-hl2msg}} | {{end-hl2msg}} | ||
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{{qnotice|When a client is damaged}} | {{qnotice|When a client is damaged}} | ||
{{begin-hl2msg|player_hurt|string}} | {{begin-hl2msg|player_hurt|string}} | ||
− | {{hl2msg|short|userid}} | + | {{hl2msg|short|userid|player index who was hurt}} |
− | {{hl2msg|short|attacker}} | + | {{hl2msg|short|attacker|player index who attacked}} |
− | {{hl2msg|byte|health}} | + | {{hl2msg|byte|health|remaining health points}} |
− | {{hl2msg|byte|armor}} | + | {{hl2msg|byte|armor|remaining armor points}} |
− | {{hl2msg|string|weapon}} | + | {{hl2msg|string|weapon|weapon name attacker used, if not the world}} |
− | {{hl2msg|byte|dmg_health}} | + | {{hl2msg|byte|dmg_health|damage done to health}} |
− | {{hl2msg|byte|dmg_armor}} | + | {{hl2msg|byte|dmg_armor|damage done to armor}} |
− | {{hl2msg|byte|hitgroup}} | + | {{hl2msg|byte|hitgroup|hitgroup that was damaged}} |
{{end-hl2msg}} | {{end-hl2msg}} | ||
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{{qnotice|Every time the bomb beep sound happens}} | {{qnotice|Every time the bomb beep sound happens}} | ||
{{begin-hl2msg|bomb_beep|string}} | {{begin-hl2msg|bomb_beep|string}} | ||
− | {{hl2msg|long|entindex}} | + | {{hl2msg|long|entindex|c4 entity}} |
{{end-hl2msg}} | {{end-hl2msg}} | ||
Line 163: | Line 166: | ||
{{begin-hl2msg|weapon_fire|string}} | {{begin-hl2msg|weapon_fire|string}} | ||
{{hl2msg|short|userid}} | {{hl2msg|short|userid}} | ||
− | {{hl2msg|string|weapon}} | + | {{hl2msg|string|weapon|weapon name used}} |
{{end-hl2msg}} | {{end-hl2msg}} | ||
Line 170: | Line 173: | ||
{{begin-hl2msg|weapon_fire_on_empty|string}} | {{begin-hl2msg|weapon_fire_on_empty|string}} | ||
{{hl2msg|short|userid}} | {{hl2msg|short|userid}} | ||
− | {{hl2msg|string|weapon}} | + | {{hl2msg|string|weapon|weapon name used}} |
{{end-hl2msg}} | {{end-hl2msg}} | ||
Line 189: | Line 192: | ||
{{begin-hl2msg|item_pickup|string}} | {{begin-hl2msg|item_pickup|string}} | ||
{{hl2msg|short|userid}} | {{hl2msg|short|userid}} | ||
− | {{hl2msg|string|item}} | + | {{hl2msg|string|item|either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'}} |
{{end-hl2msg}} | {{end-hl2msg}} | ||
Revision as of 09:03, 4 December 2009
- Refer back to Game Events (Source) for more events.
All cstrike mod events can be found in cstrike\resource\modevents.res
Contents
- 1 player_death
- 2 player_hurt
- 3 bomb_beginplant
- 4 bomb_abortplant
- 5 bomb_planted
- 6 bomb_defused
- 7 bomb_exploded
- 8 bomb_dropped
- 9 bomb_pickup
- 10 bomb_begindefuse
- 11 bomb_abortdefuse
- 12 hostage_follows
- 13 hostage_hurt
- 14 hostage_killed
- 15 hostage_rescued
- 16 hostage_stops_following
- 17 hostage_rescued_all
- 18 hostage_call_for_help
- 19 vip_escaped
- 20 vip_killed
- 21 player_radio
- 22 bomb_beep
- 23 weapon_fire
- 24 weapon_fire_on_empty
- 25 weapon_reload
- 26 weapon_zoom
- 27 item_pickup
- 28 grenade_bounce
- 29 hegrenade_detonate
- 30 flashbang_detonate
- 31 smokegrenade_detonate
- 32 bullet_impact
- 33 player_footstep
- 34 player_jump
- 35 player_blind
- 36 player_falldamage
- 37 door_moving
- 38 round_freeze_end
- 39 nav_blocked
- 40 nav_generate
player_death
Note: When a client dies
Name: | player_death | ||||||||||||
Structure: |
|
player_hurt
Note: When a client is damaged
Name: | player_hurt | ||||||||||||||||||||||||
Structure: |
|
bomb_beginplant
Note: When the bomb is starting to get planted
Name: | bomb_beginplant | ||||||
Structure: |
|
bomb_abortplant
Note: When the bomb planter stops planting the bomb
Name: | bomb_abortplant | ||||||
Structure: |
|
bomb_planted
Note: When the bomb has been planted
Name: | bomb_planted | ||||||||||||
Structure: |
|
bomb_defused
Note: When the bomb has been defused
Name: | bomb_defused | ||||||
Structure: |
|
bomb_exploded
Note: When the bomb explodes
Name: | bomb_exploded | ||||||
Structure: |
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bomb_dropped
Note: When the bomb is dropped by a client
Name: | bomb_dropped | |||
Structure: |
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bomb_pickup
Note: When the bomb is picked up by a client
Name: | bomb_pickup | |||
Structure: |
|
bomb_begindefuse
Note: When the bomb is started to be defused
Name: | bomb_begindefuse | ||||||
Structure: |
|
bomb_abortdefuse
Note: When the bomb defusal is stopped
Name: | bomb_abortdefuse | |||
Structure: |
|
hostage_follows
Note: When the hostage begins following a client
Name: | hostage_follows | ||||||
Structure: |
|
hostage_hurt
Note: When a hostage is damaged
Name: | hostage_hurt | ||||||
Structure: |
|
hostage_killed
Note: When a hostage is killed
Name: | hostage_killed | ||||||
Structure: |
|
hostage_rescued
Note: When a hostage is rescued
Name: | hostage_rescued | |||||||||
Structure: |
|
hostage_stops_following
Note: When a hostage stops following a client
Name: | hostage_stops_following | ||||||
Structure: |
|
hostage_rescued_all
Note: When all the hostages are rescued
Name: | hostage_rescued_all | |||
Structure: |
|
hostage_call_for_help
Note: When the hostage calls for help
Name: | hostage_call_for_help | |||
Structure: |
|
vip_escaped
Note: When the VIP escapes
Name: | vip_escaped | |||
Structure: |
|
vip_killed
Note: When the VIP is killed
Name: | vip_killed | ||||||
Structure: |
|
player_radio
Note: When the player uses radio commands
Name: | player_radio | ||||||
Structure: |
|
bomb_beep
Note: Every time the bomb beep sound happens
Name: | bomb_beep | |||
Structure: |
|
weapon_fire
Note: Every time a client fires their weapon
Name: | weapon_fire | ||||||
Structure: |
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weapon_fire_on_empty
Note: Every time a client fires their weapon and it's empty
Name: | weapon_fire_on_empty | ||||||
Structure: |
|
weapon_reload
Note: Every time a client reloads their weapon
Name: | weapon_reload | |||
Structure: |
|
weapon_zoom
Note: Every time a client zooms a scoped weapon
Name: | weapon_zoom | |||
Structure: |
|
item_pickup
Note: Every time an item is picked up (generally weapons)
Name: | item_pickup | ||||||
Structure: |
|
grenade_bounce
Note: Every time a grenade bounces
Name: | grenade_bounce | |||
Structure: |
|
hegrenade_detonate
Note: Every time a hegrenade explodes
Name: | hegrenade_detonate | ||||||||||||
Structure: |
|
flashbang_detonate
Note: Every time a flashbang detonates
Name: | flashbang_detonate | ||||||||||||
Structure: |
|
smokegrenade_detonate
Note: Every time a smokegrenade detonates
Name: | smokegrenade_detonate | ||||||||||||
Structure: |
|
bullet_impact
Note: Every time a bullet hits something
Name: | bullet_impact | ||||||||||||
Structure: |
|
player_footstep
Note: Every time a player takes a step
Name: | player_footstep | |||
Structure: |
|
player_jump
Note: Every time a player jumps
Name: | player_jump | |||
Structure: |
|
player_blind
Note: Every time a player is blinded by a flashbang
Name: | player_blind | |||
Structure: |
|
player_falldamage
Note: Every time a player takes damage due to a fall
Name: | player_falldamage | ||||||
Structure: |
|
door_moving
Note: Every time a door is put in motion (opened)
Name: | door_moving | ||||||
Structure: |
|
round_freeze_end
Note: When the round's mp_freezetime is up
Name: | round_freeze_end | |||
Structure: |
|
Note: Guess: Called when an area is blocked by the nav of a map
Name: | nav_blocked | ||||||
Structure: |
|
Note: Called when a nav file does not exist for a map and bots are added
Name: | nav_generate | |||
Structure: |
|