Difference between revisions of "Half-Life 1 Game Events"

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Revision as of 16:31, 9 February 2011


Introduction

In AMX Mod X you are able to hook in-game messages/events with register_message / register_event. Here are the list of messages/events and their arguments which can be read with get_msg_arg_* / read_data.

  • See the Advanced Scripting article for more on events and messages.
  • See messages.inc and message_const.inc from amxmodx/scriptong/include folder or Messaging functions and Message constants for full messages control including blocking, argument alteration and much more.


ADStop

Note: No Information available for this message.

Note: This message has no arguments.

Name: ADStop
Structure:


AllowSpec

Changes whether or not "SPECTATE" appears on the change team menu. Called whenever the allow_spectators CVar is changed, with its new value sent as the byte.

Note: This changes how the change team menu appears, but spectating functionality is based off of the actual CVar value.

Name: AllowSpec
Structure:
byte Allowed


AmmoPickup

Temporarily draws HUD ammo amount and correspoding ammo HUD icon in the middle of the right side of the screen.

Note: Draw time is depend on the hud_drawhistory_time client CVar value.

Note: See CS Weapons Information for more information.

Name: AmmoPickup
Structure:
byte AmmoID
byte Ammount


AmmoX

Updates the green bar indicator in the HUD weapons list. Also updates HUD backpack ammo number in the lower right corner of the screen in case the given ammo type are compatible with the current weapon.

Note: See CS Weapons Information for more information.

Name: AmmoX
Structure:
byte AmmoID
byte Ammount


ArmorType

Draws/removes helmet HUD icon. If flag is set to 1 the helmet HUD icon will be drawn (located right on the armor icon).

Name: ArmorType
Structure:
byte Flag


BarTime

Draws a HUD progress bar which is filled from 0% to 100% for the time Duration seconds. Once the bar is fully filled it will be removed from the screen automatically.

Note: Set Duration to 0 to hide the bar.

Name: BarTime
Structure:
short Duration


BarTime2

The same as BarTime but StartPercents is specify how many per cents of the bar are (already) filled.

Note: Display time can be calculated with this formula: (1 - (StartPercents / 100)) / Duration

Name: BarTime2
Structure:
short Duration
short StartPercents


Battery

Updates the icon and the number of armor on the HUD.

Name: Battery
Structure:
short Armor


BlinkAcct

Makes a player's money display flash rapidly, until it flashes a total of BlinkAmt times.

Name: BlinkAcct
Structure:
byte BlinkAmt


BombDrop

The first three arguments are the origin of the dropped bomb. The last argument is set to 1 if the bomb has been planted. It is 0 if the bomb was dropped due to voluntary dropping or death/disconnect. Setting the last argument 1, will also trigger the round timer to hide. It also will show the dropped bomb on the Terrorist team's radar in the location specified by the first three arguments.

Name: BombDrop
Structure:
coord CoordX
coord CoordY
coord CoordZ
byte Flag


BombPickup

This message just tells the game that the bomb has been picked up. It will cause the dropped/planted bomb to disappear from the Terrorist team's radar.

Note: This message has no arguments.

Name: BombPickup
Structure:


BotProgress

Used by CZ's bots when learning a new map. Displays a progress bar in the middle of the screen, with some header text. The bar doesn't move, and you can't do anything while the bar is displayed. This is a different style of progress bar than from the BarTime event. This really doesn't display well in CS.

Note: Flag can be 0 (update bar), 1 (create new bar), or 2 (remove bar). When using flag 0, send all arguments. When using flag 1, send only Flag and Header. When using flag 2, send only Flag.

Name: BotProgress
Structure:
byte Flag
byte Progress
string Header


BotVoice

Displays (or hides) the voice icon above a user's head and the talking icon on the right side of the screen. This is called by CZ for bots; it's not called by regular players, although you can specify a regular player (non-bot) for the PlayerIndex. Status is 1 for talking, or 0 for not talking.

Name: BotVoice
Structure:
byte Status
byte PlayerIndex


Brass

Creates a brass shell. Used, for example, by the AWP, after firing.

Name: Brass
Structure:
byte MessageID
coord StartX
coord StartY
coord StartZ
coord VelocityX?
coord VelocityY?
coord VelocityZ?
coord UnknownX
coord UnknownY
coord UnknownZ
angle Rotation
short ModelIndex
byte BounceSoundType
byte Life
byte PlayerID


BuyClose

Forces the buy menu to close. This is not called when the player closes the buy menu by himself; it's only called when the game forces him to do so (ie: he walks outside of the buy zone, gets killed, etcetera).

Note: This message has no arguments.

Name: BuyClose
Structure:


ClCorpse

Spawns a player's corpse. ModelName is the player's model name, for example: "leet". Delay is a delay before animation plaback, can be negative value.

Note: Coord and Delay is multiplied by 128.

Note: In CS argument #10 is always equal to 0.

Name: ClCorpse
Structure:
string ModelName
long CoordX
long CoordY
long CoordZ
coord Angle0
coord Angle1
coord Angle2
long Delay
byte Sequence
byte ClassID?
byte TeamID
byte PlayerID


Crosshair

Draws/removes a crosshair. If Flag is set to 1 the crosshair will be drawn.

Note: This crossair looks not like the regular one but like the one that is drawn in the spectator mode.

Name: Crosshair
Structure:
byte Flag


CurWeapon

Updates the clip ammo number and weapon's corresponding ammo type icon on the HUD.

Note: See CS Weapons Information for more information.

Name: CurWeapon
Structure:
byte IsActive
byte WeaponID
byte ClipAmmo


CZCareer

Supplies certain updates to the player regarding Condition Zero singleplayer missions.

Note: See the CZCareer page for more information.

Note: Using an invalid type has no repercussions whatsoever. Therefore, you can use this to make your own custom communications (you can send any number of arguments of any type after the first string).

Note: The Type argument is case-sensitive.

Note: This event does nothing in CS and CZ multiplayer.

Name: CZCareer
Structure:
string Type
* Parameters


CZCareerHUD

Displays certain HUD elements regarding Condition Zero singleplayer missions.

Note: See the CZCareerHUD page for more information.

Note: Using an invalid type has no repercussions whatsoever. Therefore, you can use this to make your own custom communications (you can send any number of arguments of any type after the first string).

Note: The Type argument is case-sensitive.

Note: This event has some limited functionality in CS and CZ multiplayer (albeit better in CZ).

Name: CZCareerHUD
Structure:
string Type
* Parameters


Damage

Called when a player takes damage, to display the red locational indicators. The last three arguments is the origin of the damage inflictor or victim origin if inflictor isn't found. DamageType is a bitwise value usually consist of a single bit.

Note: To caputure this message,you should use "b" as the third parameter in the register_event() function.

Name: Damage
Structure:
byte DamageSave
byte DamageTake
long DamageType
coord CoordX
coord CoordY
coord CoordZ


DeathMsg

Fired to all players (MSG_ALL or MSG_BROADCAST) to notify them of a death. This generates the HUD message the client sees in the upper right corner of their screen.
Also prints the console text message "KillerName killed VictimName with TruncatedWeaponName" or "*** KillerName killed VictimName with a headshot from TruncatedWeaponName ***"

Note: TruncatedWeaponName doesn't contain a "weapon_" prefix. See CS Weapons Information for more information.

Note: For grenade kill TruncatedWeaponName isn't "hegrenade" but "grenade", in fact it's an actual classname of a throwed grenade.

Note: For KillerID it's not necessarily should be a PlayerID, it could be 0 if player dies from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a "trigger_hurt" entity, in this case TruncatedWeaponName will be "worldspawn" and "trigger_hurt" respectively.

Note: For vehicle kills TruncatedWeaponName could be "vehicle", "tank" et cetera.

Name: DeathMsg
Structure:
byte KillerID
byte VictimID
byte IsHeadshot
string TruncatedWeaponName


FlashBat

Updates the flashlight battery charge on the HUD.

Name: FlashBat
Structure:
byte ChargePercents


Flashlight

Updates the flashlight state and battery charge on the HUD. If Flag is set to 1 the flashlight HUD icon will be shown as active.

Name: Flashlight
Structure:
byte Flag
byte ChargePercents


Fog

Note: mp_Fog 1 for fog in counter-strike

Name: Fog
Structure:
byte FogValue
byte FogValue
byte Unknown


ForceCam

Called whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is assumedly a third CVar that this tracks, but it is yet unknown. Note that this message doesn't actually change any of the spectating rules for the client.

Note: Even if mp_forcechasecam is set to 2, it is sent by this message as 1.

Name: ForceCam
Structure:
byte ForcecamValue
byte ForcechasecamValue
byte Unknown


GameMode

Informs player of current game mode

Name: GameMode
Structure:
byte Game mode


GameTitle

Note: No Information available for this message.

Name: GameTitle
Structure:
byte Unknown


Geiger

Notifies about radiation level through special sound signals. Distance is a distance to hazard area.

Name: Geiger
Structure:
byte Distance


Health

Updates the number of health on the HUD.

Name: Health
Structure:
byte Health


HideWeapon

Hides the specified HUD elements.
Flags:

  1   (1<<0)  -  crosshair, ammo, weapons list
  2   (1<<1)  -  flashlight, +
  4   (1<<2)  -  ALL
  8   (1<<3)  -  radar, health, armor, +
 16   (1<<4)  -  timer, +
 32   (1<<5)  -  money, +
 64   (1<<6)  -  crosshair
128   (1<<7)  -  +

Symbol + mean that an additional crosshair will be drawn. That crosshair looks exactly like the one from Crosshair message.

Name: HideWeapon
Structure:
byte Flags


HLTV

Message sent for HLTV and unique for each round-start.
On new round is fired 2 messages:

// reset all players health for HLTV
MESSAGE_BEGIN( MSG_SPEC, gmsgHLTV );
WRITE_BYTE( 0 );   // 0 = all players
WRITE_BYTE( 100 | 128 );
MESSAGE_END();
// reset all players FOV for HLTV MESSAGE_BEGIN( MSG_SPEC, gmsgHLTV ); WRITE_BYTE( 0 ); // all players WRITE_BYTE( 0 ); MESSAGE_END();
Name: HLTV
Structure:
byte ClientID
byte Flags


HostageK

Temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.

Name: HostageK
Structure:
byte HostageID


HostagePos

Draws/updates the blue mark on the CT players' radar which is indicate the corresponding hostage position.

Note: Is called with Flag set to 1 on player HUD full update.

Name: HostagePos
Structure:
byte Flag
byte HostageID
coord CoordX
coord CoordY
coord CoordZ


HudText

Prints HUD text.

Note: Prints message with specified style in titles.txt with small signs (like in HL)

Name: HudText
Structure:
string TextCode
byte InitHUDstyle


HudTextArgs

Prints HUD text.

Note: An example of TextCode could be "#Hint_you_have_the_bomb".

Note: Prints message with specified style in titles.txt with Big signs (CS Default)
Note: If you have a problems with specifing the last two arguments use 1 and 0 respectively.

Name: HudTextArgs
Structure:
string TextCode
byte InitHUDstyle
byte NumberOfSubMessages
string SubMsg
string SubMsg
string ...


HudTextPro

Prints HUD text.

Note: Prints message with specified style in titles.txt with Big signs (CS Default)

Name: HudText
Structure:
string TextCode
byte InitHUDstyle


InitHUD

Initializes the HUD.

Note: This message has no arguments.

Name: InitHUD
Structure:


ItemPickup

Temporarily draws correspoding item HUD icon in the middle of the right side of the screen.

Note: Draw time is depend on the hud_drawhistory_time client CVar value.

Name: ItemPickup
Structure:
string ItemName


ItemStatus

Notifies about carried items.
Example of some item bits:

1   (1<<0)  -  nightvision goggles
2   (1<<1)  -  defusal kit
Name: ItemStatus
Structure:
byte ItemsBitSum


Location

This message is sent when player gets in different zone on map.

Name: Location
Structure:
byte PlayerId
string LocationName


Money

Updates the Amount of money on the HUD. If the Flag is 1, the additional new-old HUD money amount difference will be also displayed.

Name: Money
Structure:
long Amount
byte Flag


MOTD

Displays MOTD window.

Note: Max. Text length is 60. Large MOTD is sent in multiple messages. For the message that is send a last MOTD part the Flag will be set to 1 and 0 otherwise.

Name: MOTD
Structure:
byte Flag
string Text


NVGToggle

Toggles night vision mode. For Flag: 1 is on, 0 is off.

Name: NVGToggle
Structure:
byte Flag


Radar

Draws/updates the dot on the HUD radar which is indicate the given player position.

Note: Works for teammates only.

Name: Radar
Structure:
byte PlayerID
coord CoordX
coord CoordY
coord CoordZ


ReceiveW

Tell the client which visual weather effect to be executed client side, if cl_weather client cvar is above 0.
Note: Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1
(right after putinserver or after fullupdate command)
Mode : 1 is for rain effect, 2 is for snow effect
Though mode 0 is never sent by the game itself, removes weather effect
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) make both rain and snow effect

Name: ReceiveW
Structure:
byte mode


ReloadSound

Note: No Information available for this message.

Name: ReloadSound
Structure:
byte Unknown
byte Unknown


ReqState

Note: No Information available for this message.

Note: This message has no arguments.

Name: ReqState
Structure:


ResetHUD

Resets the HUD.

Note: This message has no arguments.

Name: ResetHUD
Structure:


RoundTime

Updates the round timer on the HUD. Time is in seconds.

Name: RoundTime
Structure:
short Time


SayText

Prints say HUD text. Second argument can be a predefined string or a custom one. In the last case the last two arguments isn't required.
An examples of a predifined Counter-Strike string values: #Cstrike_Chat_AllDead, #Cstrike_Name_Change

Note: For #Cstrike_Name_Change String2 is an old name and String3 is a new name.

Name: SayText
Structure:
byte SenderID
string String1
string String2
string String3


Scenario

If Active is 0, this display will be hidden. If Active is 1, displays Sprite (valid names listed in sprites/hud.txt) to the right of the round timer with an alpha value of Alpha (100-255). If FlashRate is nonzero, then the sprite will flash from the given alpha to an alpha of 100, at a rate of FlashRate (measured in ???). This is used by CZ to display how many hostages remain unrescued, and also to display the ticking bomb when it is planted.

Note: If Active is 0, don't send any other arguments afterwards. Also, you don't need to send either short if FlashRate is just going to be 0.

Scenario message in CS, using the following parameters: 1, d_mp5navy, 150

Note: Works in both CS and CZ!

Note: In CZ (and possibly CS), if someone respawns after the bomb has been planted, their Scenario event will not work at all until the next round.

Name: Scenario
Structure:
byte Active
string Sprite
byte Alpha
short FlashRate
short Unknown


ScoreAttrib

Updates the scoreboard's attribute for the specified player. For the 2nd argument, 0 is nothing, (1<<0) i.e. 1 is dead, (1<<1) i.e. 2 is bomb, (1<<2) i.e. 4 is VIP.

Note: Flags is a bitwise value so if VIP player is dying with the bomb the Flags will be 7 i.e. bit sum of all flags.

Name: ScoreAttrib
Structure:
byte PlayerID
byte Flags


ScoreInfo

Updates the scoreboard with the given player's Frags and Deaths.

Note: In CS the 4th argument is always equal to 0.

Name: ScoreInfo
Structure:
byte PlayerID
short Frags
short Deaths
short ClassID?
short TeamID


ScreenFade

Fades the screen.

Note: Duration and HoldTime is in special units. 1 second is equal to (1<<12) i.e. 4096 units.

Flags (from HLSDK):

FFADE_IN         0x0000 // Just here so we don't pass 0 into the function
FFADE_OUT        0x0001 // Fade out (not in)
FFADE_MODULATE   0x0002 // Modulate (don't blend)
FFADE_STAYOUT    0x0004 // ignores the duration, stays faded out until new ScreenFade message received
Name: ScreenFade
Structure:
short Duration
short HoldTime
short Flags
byte ColorR
byte ColorG
byte ColorB
byte Alpha


ScreenShake

Shakes the screen.

Note: All arguments is in special units. 1 second is equal to (1<<12) i.e. 4096 units.

Name: ScreenShake
Structure:
short Amplitude
short Duration
short Frequency


SendAudio

Plays the specified audio. An example of AudioCode could be "%!MRAD_rounddraw".

Name: SendAudio
Structure:
byte SenderID
string AudioCode
short Pitch


ServerName

Sends a server name to a client.

Name: ServerName
Structure:
string ServerName


SetFOV

Sets the specified field of view.

Name: SetFOV
Structure:
byte Degrees


ShadowIdx

Note: No Information available for this message.

Name: ShadowIdx
Structure:
long Unknown


ShowMenu

Displays a "menu" to a player (text on the left side of the screen). Acts like AMXX's show_menu (in fact, this is how AMXX shows a menu).

Note: Multipart should be 1 if your menu takes up multiple messages (i.e.: string is too big to fit into one). On the final message, Multipart should be 0.

Name: ShowMenu
Structure:
short KeysBitSum
char Time
byte Multipart
string Text


ShowTimer

Forces the round timer displaying.

Note: This message has no arguments.

Name: ShowTimer
Structure:


SpecHealth

Note: No Information available for this message.

Name: SpecHealth
Structure:
byte Health?


SpecHealth2

Updates the observer's screen with a name and health of the given player.

Name: SpecHealth2
Structure:
byte Health
byte PlayerID


Spectator

Called when player becomes an observer/spectator.

Note: On join to Spectators usually is fired twice in a row.

Name: Spectator
Structure:
byte ClientID
byte Unknown


StatusIcon

Draws/removes the specified status HUD icon. For Status, 0 is Hide Icon, 1 is Show Icon, 2 is Flash Icon. Color arguments are optional and is required only if Status aren't equal to 0.

Name: StatusIcon
Structure:
byte Status
string SpriteName
byte ColorR
byte ColorG
byte ColorB


StatusValue

Sends/updates the status values. For the Flag 1 the Value is TeamRelation, for 2 is PlayerID, for 3 is Health. For TeamRelation, 1 is Teammate player, 2 is Non-Teammate player, 3 is Hostage. If TeamRelation is Hostage, PlayerID will be 0 or will be not sent at all.
Usually is fired as a triple message, for example:

{1,  2}  -  non-teammate player
{2, 17}  -  player index is 17
{3, 59}  -  player health is 59
Name: StatusValue
Structure:
byte Flag
short Value


StatusText

Specifies the status text format.

Name: StatusText
Structure:
byte Unknown
string Text


TaskTime

Displays a secondary timer above the round timer. Used for Condition Zero singleplayer missions.
If Time is -1, timer dissappears. If Time is any other negative value, it is displayed as green instead of yellow, and considered positive.
If Active is true, timer counts down. Otherwise, it is paused.
If Fade is above zero, the timer will slowly fade out after that many seconds have passed (even if the timer is inactive).

Note: This event can only be used on missions that have an objective requiring a secondary timer!

Name: TaskTime
Structure:
short Time
byte Active
byte Fade


TeamInfo

Sets the team information for the given player.

Note: In CS TeamName is either "UNASSIGNED", "TERRORIST", "CT" or "SPECTATOR".

Name: TeamInfo
Structure:
byte PlayerID
string TeamName


TeamScore

Updates the team score on the score board.

Note: In CS TeamName is either "TERRORIST" or "CT".

Name: TeamScore
Structure:
string TeamName
short Score


TextMsg

Prints a cutom/or predefined text message.
There does not necessarily have to be a total of 6 arguments, there could be as little as 2. For example you can send a message with the following:

Arg1: 1
Arg2: #Game_join_ct
Arg3: Pimp Daddy
Name: TextMsg
Structure:
byte DestinationType
string Message
string Submsg
string Submsg
string Submsg
string Submsg


Train

Displays the speed bar used for controlling a train.

Note: Speed is as follows: 0 (disable display), 1 (reverse), 2 (neutral), 3 (slow speed), 4 (medium speed), 5 (maximum speed)

Name: Train
Structure:
byte Speed


TutorClose

Closes all CZ-style tutor popups.

Note: This message has no arguments.

Name: TutorClose
Structure:


TutorLine

Note: No Information available for this message.

Name: TutorLine
Structure:
short Unknown1
short Unknown2


TutorState

Note: No Information available for this message.

Name: TutorState
Structure:
string Unknown


TutorText

Used to display a CZ-style tutor popup.

Note: If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.

Note: TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0

Note: IsDead is the message receiver alive status

DEFAULT		1	// 1<<0 | GREEN  | INFO
FRIENDDEATH	2	// 1<<1 | RED    | SKULL
ENEMYDEATH	4	// 1<<2 | BLUE   | SKULL
SCENARIO	8	// 1<<3 | YELLOW | INFO
BUY		16	// 1<<4 | GREEN  | INFO
CAREER		32	// 1<<5 | GREEN  | INFO
HINT		64	// 1<<6 | GREEN  | INFO
INGAMEHINT	128	// 1<<7 | GREEN  | INFO
ENDGAME		256	// 1<<8 | YELLOW | INFO
Name: TutorText
Structure:
string String
byte NumberOfSubMsgs
string SubMessage - As many write_string as previous byte
short TutorMessageEventId
short IsDead
short Type


ViewMode

Note: No Information available for this message (HLSDK says this switches to first-person view, but it doesn't seem to function as so).

Note: This message has no arguments.

Name: ViewMode
Structure:


VGUIMenu

Displays a predefined VGUI menu.

Name: VGUIMenu
Structure:
byte MenuID
short KeysBitSum
char Time?
byte Multipart?
string Name?


VoiceMask

Used to tell a client who he can hear over the microphone.

Name: VoiceMask
Structure:
long AudiblePlayersIndexBitSum
long ServerBannedPlayersIndexBitSum


WeaponList

Configures the HUD weapons list.

Note: Fired on map initialization.

Note: SlotID starts from 0.

Flags (from HLSDK):

ITEM_FLAG_SELECTONEMPTY       1
ITEM_FLAG_NOAUTORELOAD        2
ITEM_FLAG_NOAUTOSWITCHEMPTY   4
ITEM_FLAG_LIMITINWORLD        8
ITEM_FLAG_EXHAUSTIBLE        16 // A player can totally exhaust their ammo supply and lose this weapon.

Note: See CS Weapons Information for more information.

Name: WeaponList
Structure:
string WeaponName
byte PrimaryAmmoID
byte PrimaryAmmoMaxAmount
byte SecondaryAmmoID
byte SecondaryAmmoMaxAmount
byte SlotID
byte NumberInSlot
byte WeaponID
byte Flags


WeapPickup

Temporarily draws correspoding weapon HUD icon in the middle of the right side of the screen.

Note: Draw time is depend on the hud_drawhistory_time client CVar value.

Note: Is fired right before weapon is picked up (notice "before").

Note: See CS Weapons Information for more information.

Name: WeapPickup
Structure:
byte WeaponID