Difference between revisions of "Half-Life 1 Game Events"
DynamicBits (talk | contribs) (→DeathMsg: Added DOD and CSTRIKE specific formats, grammar) |
DynamicBits (talk | contribs) (Added Frags/PClass/PStatus/Scope, Updated TeamScore, grammar, format consistency) |
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Line 11: | Line 11: | ||
= ADStop = | = ADStop = | ||
− | {{qnotice|No Information available for this message.}}<br> | + | {{qnotice|No Information is available for this message.}}<br> |
+ | {{qnotice|This message has no arguments.}}<br> | ||
− | |||
{{begin-hl1msg|ADStop}} | {{begin-hl1msg|ADStop}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 21: | Line 21: | ||
{{qnotice|This changes how the change team menu appears, but spectating functionality is based off of the actual CVar value.}}<br> | {{qnotice|This changes how the change team menu appears, but spectating functionality is based off of the actual CVar value.}}<br> | ||
+ | |||
{{begin-hl1msg|AllowSpec|byte}} | {{begin-hl1msg|AllowSpec|byte}} | ||
{{hl1msg|byte|Allowed}} | {{hl1msg|byte|Allowed}} | ||
Line 29: | Line 30: | ||
{{qnotice|Draw time is depend on the ''hud_drawhistory_time'' client CVar value.}}<br> | {{qnotice|Draw time is depend on the ''hud_drawhistory_time'' client CVar value.}}<br> | ||
+ | {{qnotice|See [[CS Weapons Information]] for more information.}}<br> | ||
− | |||
{{begin-hl1msg|AmmoPickup|byte, byte}} | {{begin-hl1msg|AmmoPickup|byte, byte}} | ||
{{hl1msg|byte|AmmoID}} | {{hl1msg|byte|AmmoID}} | ||
Line 40: | Line 41: | ||
{{qnotice|See [[CS Weapons Information]] for more information.}}<br> | {{qnotice|See [[CS Weapons Information]] for more information.}}<br> | ||
+ | |||
{{begin-hl1msg|AmmoX|byte, byte}} | {{begin-hl1msg|AmmoX|byte, byte}} | ||
{{hl1msg|byte|AmmoID}} | {{hl1msg|byte|AmmoID}} | ||
Line 47: | Line 49: | ||
= ArmorType = | = 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).<br> | Draws/removes helmet [[HUD]] icon. If flag is set to 1 the helmet [[HUD]] icon will be drawn (located right on the armor icon).<br> | ||
+ | |||
{{begin-hl1msg|ArmorType|byte}} | {{begin-hl1msg|ArmorType|byte}} | ||
{{hl1msg|byte|Flag}} | {{hl1msg|byte|Flag}} | ||
Line 55: | Line 58: | ||
{{qnotice|Set Duration to 0 to hide the bar.}}<br> | {{qnotice|Set Duration to 0 to hide the bar.}}<br> | ||
+ | |||
{{begin-hl1msg|BarTime|short}} | {{begin-hl1msg|BarTime|short}} | ||
{{hl1msg|short|Duration}} | {{hl1msg|short|Duration}} | ||
Line 63: | Line 67: | ||
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercents / 100)) / Duration''}}<br> | {{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercents / 100)) / Duration''}}<br> | ||
+ | |||
{{begin-hl1msg|BarTime2|short, short}} | {{begin-hl1msg|BarTime2|short, short}} | ||
{{hl1msg|short|Duration}} | {{hl1msg|short|Duration}} | ||
Line 70: | Line 75: | ||
= Battery = | = Battery = | ||
Updates the icon and the number of armor on the [[HUD]].<br> | Updates the icon and the number of armor on the [[HUD]].<br> | ||
+ | |||
{{begin-hl1msg|Battery|short}} | {{begin-hl1msg|Battery|short}} | ||
{{hl1msg|short|Armor}} | {{hl1msg|short|Armor}} | ||
Line 76: | Line 82: | ||
= BlinkAcct = | = BlinkAcct = | ||
Makes a player's money display flash rapidly, until it flashes a total of BlinkAmt times.<br> | Makes a player's money display flash rapidly, until it flashes a total of BlinkAmt times.<br> | ||
+ | |||
{{begin-hl1msg|BlinkAcct|byte}} | {{begin-hl1msg|BlinkAcct|byte}} | ||
{{hl1msg|byte|BlinkAmt}} | {{hl1msg|byte|BlinkAmt}} | ||
Line 82: | Line 89: | ||
= BombDrop = | = 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.<br> | 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.<br> | ||
+ | |||
{{begin-hl1msg|BombDrop|coord, coord, coord, byte}} | {{begin-hl1msg|BombDrop|coord, coord, coord, byte}} | ||
{{hl1msg|coord|CoordX}} | {{hl1msg|coord|CoordX}} | ||
Line 93: | Line 101: | ||
{{qnotice|This message has no arguments.}}<br> | {{qnotice|This message has no arguments.}}<br> | ||
+ | |||
{{begin-hl1msg|BombPickup}} | {{begin-hl1msg|BombPickup}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 100: | Line 109: | ||
{{qnotice|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.}}<br> | {{qnotice|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.}}<br> | ||
+ | |||
{{begin-hl1msg|BotProgress|byte, byte, string}} | {{begin-hl1msg|BotProgress|byte, byte, string}} | ||
{{hl1msg|byte|Flag}} | {{hl1msg|byte|Flag}} | ||
Line 108: | Line 118: | ||
= BotVoice = | = 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 <i>can</i> specify a regular player (non-bot) for the PlayerIndex. Status is 1 for talking, or 0 for not talking.<br> | 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 <i>can</i> specify a regular player (non-bot) for the PlayerIndex. Status is 1 for talking, or 0 for not talking.<br> | ||
+ | |||
{{begin-hl1msg|BotVoice|byte, byte}} | {{begin-hl1msg|BotVoice|byte, byte}} | ||
{{hl1msg|byte|Status}} | {{hl1msg|byte|Status}} | ||
Line 115: | Line 126: | ||
= Brass = | = Brass = | ||
Creates a brass shell. Used, for example, by the AWP, after firing.<br> | Creates a brass shell. Used, for example, by the AWP, after firing.<br> | ||
+ | |||
{{begin-hl1msg|Brass|byte, coord, coord, coord, coord, coord, coord, coord, coord, coord, angle, short, byte, byte, byte}} | {{begin-hl1msg|Brass|byte, coord, coord, coord, coord, coord, coord, coord, coord, coord, angle, short, byte, byte, byte}} | ||
{{hl1msg|byte|MessageID}} | {{hl1msg|byte|MessageID}} | ||
Line 137: | Line 149: | ||
{{qnotice|This message has no arguments.}}<br> | {{qnotice|This message has no arguments.}}<br> | ||
+ | |||
{{begin-hl1msg|BuyClose}} | {{begin-hl1msg|BuyClose}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 144: | Line 157: | ||
{{qnotice|Coord and Delay is multiplied by 128.}}<br> | {{qnotice|Coord and Delay is multiplied by 128.}}<br> | ||
− | |||
{{qnotice|In CS argument #10 is always equal to 0.}}<br> | {{qnotice|In CS argument #10 is always equal to 0.}}<br> | ||
*See [http://www.amxmodx.org/funcwiki.php?go=module&id=4#const_teams CS Team Constants] for team indeces constants list.<br> | *See [http://www.amxmodx.org/funcwiki.php?go=module&id=4#const_teams CS Team Constants] for team indeces constants list.<br> | ||
+ | |||
{{begin-hl1msg|ClCorpse|string, long, long, long, coord, coord, coord, long, byte, byte, byte, byte}} | {{begin-hl1msg|ClCorpse|string, long, long, long, coord, coord, coord, long, byte, byte, byte, byte}} | ||
{{hl1msg|string|ModelName}} | {{hl1msg|string|ModelName}} | ||
Line 167: | Line 180: | ||
{{qnotice|This crossair looks not like the regular one but like the one that is drawn in the spectator mode.}}<br> | {{qnotice|This crossair looks not like the regular one but like the one that is drawn in the spectator mode.}}<br> | ||
+ | |||
{{begin-hl1msg|Crosshair|byte}} | {{begin-hl1msg|Crosshair|byte}} | ||
{{hl1msg|byte|Flag}} | {{hl1msg|byte|Flag}} | ||
Line 175: | Line 189: | ||
{{qnotice|See [[CS Weapons Information]] for more information.}}<br> | {{qnotice|See [[CS Weapons Information]] for more information.}}<br> | ||
+ | |||
{{begin-hl1msg|CurWeapon|byte, byte, byte}} | {{begin-hl1msg|CurWeapon|byte, byte, byte}} | ||
{{hl1msg|byte|IsActive}} | {{hl1msg|byte|IsActive}} | ||
Line 185: | Line 200: | ||
{{qnotice|See the [[CZCareer]] page for more information.}}<br> | {{qnotice|See the [[CZCareer]] page for more information.}}<br> | ||
− | |||
{{qnotice|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).}}<br> | {{qnotice|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).}}<br> | ||
− | |||
{{qnotice|The Type argument is case-sensitive.}}<br> | {{qnotice|The Type argument is case-sensitive.}}<br> | ||
+ | {{qnotice|This event does nothing in CS and CZ multiplayer.}}<br> | ||
− | |||
{{begin-hl1msg|CZCareer|string,*}} | {{begin-hl1msg|CZCareer|string,*}} | ||
{{hl1msg|string|Type}} | {{hl1msg|string|Type}} | ||
Line 200: | Line 213: | ||
{{qnotice|See the [[CZCareerHUD]] page for more information.}}<br> | {{qnotice|See the [[CZCareerHUD]] page for more information.}}<br> | ||
− | |||
{{qnotice|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).}}<br> | {{qnotice|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).}}<br> | ||
− | |||
{{qnotice|The Type argument is case-sensitive.}}<br> | {{qnotice|The Type argument is case-sensitive.}}<br> | ||
+ | {{qnotice|This event has some limited functionality in CS and CZ multiplayer (albeit better in CZ).}}<br> | ||
− | |||
{{begin-hl1msg|CZCareerHUD|string,*}} | {{begin-hl1msg|CZCareerHUD|string,*}} | ||
{{hl1msg|string|Type}} | {{hl1msg|string|Type}} | ||
Line 215: | Line 226: | ||
{{qnotice|To caputure this message,you should use "b" as the third parameter in the register_event() function.}}<br> | {{qnotice|To caputure this message,you should use "b" as the third parameter in the register_event() function.}}<br> | ||
+ | |||
{{begin-hl1msg|Damage|byte, byte, long, coord, coord, coord}} | {{begin-hl1msg|Damage|byte, byte, long, coord, coord, coord}} | ||
{{hl1msg|byte|DamageSave}} | {{hl1msg|byte|DamageSave}} | ||
Line 230: | Line 242: | ||
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a "trigger_hurt" entity, in which cases TruncatedWeaponName will be "worldspawn" and "trigger_hurt" respectively.}}<br> | {{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a "trigger_hurt" entity, in which cases TruncatedWeaponName will be "worldspawn" and "trigger_hurt" respectively.}}<br> | ||
{{qnotice|For vehicle kills, TruncatedWeaponName could be "vehicle", "tank", etc.}} | {{qnotice|For vehicle kills, TruncatedWeaponName could be "vehicle", "tank", etc.}} | ||
+ | |||
{{begin-hl1msg|DeathMsg|byte, byte, byte, string}} | {{begin-hl1msg|DeathMsg|byte, byte, byte, string}} | ||
{{hl1msg|byte|KillerID}} | {{hl1msg|byte|KillerID}} | ||
Line 238: | Line 251: | ||
== Counter-Strike == | == Counter-Strike == | ||
{{qnotice|TruncatedWeaponName doesn't contain a "weapon_" prefix. See [[CS Weapons Information]] for more information.}}<br> | {{qnotice|TruncatedWeaponName doesn't contain a "weapon_" prefix. See [[CS Weapons Information]] for more information.}}<br> | ||
− | {{qnotice|For a grenade kill, TruncatedWeaponName isn't "hegrenade", but rather "grenade", which is the actual classname of a thrown grenade.}} | + | {{qnotice|For a grenade kill, TruncatedWeaponName isn't "hegrenade", but rather "grenade", which is the actual classname of a thrown grenade.}}<br> |
+ | |||
{{begin-hl1msg|DeathMsg|byte, byte, byte, string}} | {{begin-hl1msg|DeathMsg|byte, byte, byte, string}} | ||
{{hl1msg|byte|KillerID}} | {{hl1msg|byte|KillerID}} | ||
Line 255: | Line 269: | ||
= FlashBat = | = FlashBat = | ||
Updates the flashlight battery charge on the [[HUD]].<br> | Updates the flashlight battery charge on the [[HUD]].<br> | ||
+ | |||
{{begin-hl1msg|FlashBat|byte}} | {{begin-hl1msg|FlashBat|byte}} | ||
{{hl1msg|byte|ChargePercents}} | {{hl1msg|byte|ChargePercents}} | ||
Line 261: | Line 276: | ||
= Flashlight = | = 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.<br> | 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.<br> | ||
+ | |||
{{begin-hl1msg|Flashlight|byte, byte}} | {{begin-hl1msg|Flashlight|byte, byte}} | ||
{{hl1msg|byte|Flag}} | {{hl1msg|byte|Flag}} | ||
Line 279: | Line 295: | ||
{{qnotice|Even if mp_forcechasecam is set to 2, it is sent by this message as 1.}}<br> | {{qnotice|Even if mp_forcechasecam is set to 2, it is sent by this message as 1.}}<br> | ||
+ | |||
{{begin-hl1msg|ForceCam|byte, byte, byte}} | {{begin-hl1msg|ForceCam|byte, byte, byte}} | ||
{{hl1msg|byte|ForcecamValue}} | {{hl1msg|byte|ForcecamValue}} | ||
{{hl1msg|byte|ForcechasecamValue}} | {{hl1msg|byte|ForcechasecamValue}} | ||
{{hl1msg|byte|Unknown}} | {{hl1msg|byte|Unknown}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = Frags = | ||
+ | Specific to Day of Defeat? | ||
+ | |||
+ | {{begin-hl1msg|Frags|byte, short}} | ||
+ | {{hl1msg|byte|PlayerID}} | ||
+ | {{hl1msg|short|Kills?}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 294: | Line 319: | ||
= GameTitle = | = GameTitle = | ||
− | {{qnotice|No Information available for this message.}}<br> | + | {{qnotice|No Information is available for this message.}}<br> |
{{begin-hl1msg|GameTitle|byte}} | {{begin-hl1msg|GameTitle|byte}} | ||
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= Geiger = | = Geiger = | ||
Notifies about radiation level through special sound signals. Distance is a distance to hazard area.<br> | Notifies about radiation level through special sound signals. Distance is a distance to hazard area.<br> | ||
+ | |||
{{begin-hl1msg|Geiger|byte}} | {{begin-hl1msg|Geiger|byte}} | ||
{{hl1msg|byte|Distance}} | {{hl1msg|byte|Distance}} | ||
Line 308: | Line 334: | ||
= Health = | = Health = | ||
Updates the number of health on the [[HUD]].<br> | Updates the number of health on the [[HUD]].<br> | ||
+ | |||
{{begin-hl1msg|Health|byte}} | {{begin-hl1msg|Health|byte}} | ||
{{hl1msg|byte|Health}} | {{hl1msg|byte|Health}} | ||
Line 324: | Line 351: | ||
128 (1<<7) - + | 128 (1<<7) - + | ||
Symbol + mean that an additional crosshair will be drawn. That crosshair looks exactly like the one from Crosshair message.<br> | Symbol + mean that an additional crosshair will be drawn. That crosshair looks exactly like the one from Crosshair message.<br> | ||
+ | |||
{{begin-hl1msg|HideWeapon|byte}} | {{begin-hl1msg|HideWeapon|byte}} | ||
{{hl1msg|byte|Flags}} | {{hl1msg|byte|Flags}} | ||
Line 349: | Line 377: | ||
= HostageK = | = HostageK = | ||
Temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.<br> | Temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.<br> | ||
+ | |||
{{begin-hl1msg|HostageK|byte}} | {{begin-hl1msg|HostageK|byte}} | ||
{{hl1msg|byte|HostageID}} | {{hl1msg|byte|HostageID}} | ||
Line 357: | Line 386: | ||
{{qnotice|Is called with Flag set to 1 on player [[HUD]] full update.}}<br> | {{qnotice|Is called with Flag set to 1 on player [[HUD]] full update.}}<br> | ||
+ | |||
{{begin-hl1msg|HostagePos|byte, byte, coord, coord, coord}} | {{begin-hl1msg|HostagePos|byte, byte, coord, coord, coord}} | ||
{{hl1msg|byte|Flag}} | {{hl1msg|byte|Flag}} | ||
Line 379: | Line 409: | ||
{{qnotice|An example of TextCode could be "#Hint_you_have_the_bomb".}}<br> | {{qnotice|An example of TextCode could be "#Hint_you_have_the_bomb".}}<br> | ||
− | |||
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}<br> | {{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}<br> | ||
{{qnotice|If you have a problems with specifing the last two arguments use 1 and 0 respectively.}}<br> | {{qnotice|If you have a problems with specifing the last two arguments use 1 and 0 respectively.}}<br> | ||
Line 406: | Line 435: | ||
{{qnotice|This message has no arguments.}}<br> | {{qnotice|This message has no arguments.}}<br> | ||
+ | |||
{{begin-hl1msg|InitHUD}} | {{begin-hl1msg|InitHUD}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 413: | Line 443: | ||
{{qnotice|Draw time is depend on the ''hud_drawhistory_time'' client CVar value.}}<br> | {{qnotice|Draw time is depend on the ''hud_drawhistory_time'' client CVar value.}}<br> | ||
+ | |||
{{begin-hl1msg|ItemPickup|string}} | {{begin-hl1msg|ItemPickup|string}} | ||
{{hl1msg|string|ItemName}} | {{hl1msg|string|ItemName}} | ||
Line 422: | Line 453: | ||
1 (1<<0) - nightvision goggles | 1 (1<<0) - nightvision goggles | ||
2 (1<<1) - defusal kit | 2 (1<<1) - defusal kit | ||
+ | |||
{{begin-hl1msg|ItemStatus|byte}} | {{begin-hl1msg|ItemStatus|byte}} | ||
{{hl1msg|byte|ItemsBitSum}} | {{hl1msg|byte|ItemsBitSum}} | ||
Line 436: | Line 468: | ||
= Money = | = 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.<br> | 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.<br> | ||
+ | |||
{{begin-hl1msg|Money|long, byte}} | {{begin-hl1msg|Money|long, byte}} | ||
{{hl1msg|long|Amount}} | {{hl1msg|long|Amount}} | ||
Line 445: | Line 478: | ||
{{qnotice|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.}}<br> | {{qnotice|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.}}<br> | ||
+ | |||
{{begin-hl1msg|MOTD|byte, string}} | {{begin-hl1msg|MOTD|byte, string}} | ||
{{hl1msg|byte|Flag}} | {{hl1msg|byte|Flag}} | ||
Line 452: | Line 486: | ||
= NVGToggle = | = NVGToggle = | ||
Toggles night vision mode. For Flag: 1 is on, 0 is off.<br> | Toggles night vision mode. For Flag: 1 is on, 0 is off.<br> | ||
+ | |||
{{begin-hl1msg|NVGToggle|byte}} | {{begin-hl1msg|NVGToggle|byte}} | ||
{{hl1msg|byte|Flag}} | {{hl1msg|byte|Flag}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = PClass = | ||
+ | Specific to Day of Defeat?<br> | ||
+ | |||
+ | {{qnotice|No Information available for this message.}}<br> | ||
+ | |||
+ | {{begin-hl1msg|PClass|byte, byte}} | ||
+ | {{hl1msg|byte|PlayerID?}} | ||
+ | {{hl1msg|byte|Unknown}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = PStatus = | ||
+ | Specific to Day of Defeat?<br> | ||
+ | |||
+ | {{qnotice|No Information available for this message.}}<br> | ||
+ | |||
+ | {{begin-hl1msg|PStatus|byte, byte}} | ||
+ | {{hl1msg|byte|PlayerID?}} | ||
+ | {{hl1msg|byte|Unknown}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 460: | Line 515: | ||
{{qnotice|Works for teammates only.}}<br> | {{qnotice|Works for teammates only.}}<br> | ||
+ | |||
{{begin-hl1msg|Radar|byte, coord, coord, coord}} | {{begin-hl1msg|Radar|byte, coord, coord, coord}} | ||
{{hl1msg|byte|PlayerID}} | {{hl1msg|byte|PlayerID}} | ||
Line 469: | Line 525: | ||
= ReceiveW = | = ReceiveW = | ||
Tell the client which visual weather effect to be executed client side, if cl_weather client cvar is above 0.<br> | Tell the client which visual weather effect to be executed client side, if cl_weather client cvar is above 0.<br> | ||
+ | |||
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1<br> | {{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1<br> | ||
(right after putinserver or after fullupdate command)<br> | (right after putinserver or after fullupdate command)<br> | ||
Line 474: | Line 531: | ||
Though mode 0 is never sent by the game itself, removes weather effect<br> | Though mode 0 is never sent by the game itself, removes weather effect<br> | ||
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) make both rain and snow effect}}<br> | Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) make both rain and snow effect}}<br> | ||
+ | |||
{{begin-hl1msg|ReceiveW|byte}} | {{begin-hl1msg|ReceiveW|byte}} | ||
{{hl1msg|byte|mode}} | {{hl1msg|byte|mode}} | ||
Line 480: | Line 538: | ||
= ReloadSound = | = ReloadSound = | ||
Plays generic reload sounds.<br> | Plays generic reload sounds.<br> | ||
+ | |||
{{qnotice|Set IsNotShotgun to 1 will play weapons/generic_reload.wav}}<br> | {{qnotice|Set IsNotShotgun to 1 will play weapons/generic_reload.wav}}<br> | ||
{{qnotice|Set IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}<br> | {{qnotice|Set IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}<br> | ||
+ | |||
{{begin-hl1msg|ReloadSound|byte, byte}} | {{begin-hl1msg|ReloadSound|byte, byte}} | ||
{{hl1msg|byte|Volume * 255}} | {{hl1msg|byte|Volume * 255}} | ||
Line 489: | Line 549: | ||
= ReqState = | = ReqState = | ||
{{qnotice|No Information available for this message.}}<br> | {{qnotice|No Information available for this message.}}<br> | ||
+ | {{qnotice|This message has no arguments.}}<br> | ||
− | |||
{{begin-hl1msg|ReqState}} | {{begin-hl1msg|ReqState}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 498: | Line 558: | ||
{{qnotice|This message has no arguments.}}<br> | {{qnotice|This message has no arguments.}}<br> | ||
+ | |||
{{begin-hl1msg|ResetHUD}} | {{begin-hl1msg|ResetHUD}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 503: | Line 564: | ||
= RoundTime = | = RoundTime = | ||
Updates the round timer on the [[HUD]]. Time is in seconds.<br> | Updates the round timer on the [[HUD]]. Time is in seconds.<br> | ||
+ | |||
{{begin-hl1msg|RoundTime|short}} | {{begin-hl1msg|RoundTime|short}} | ||
{{hl1msg|short|Time}} | {{hl1msg|short|Time}} | ||
Line 512: | Line 574: | ||
{{qnotice|For #Cstrike_Name_Change String2 is an old name and String3 is a new name.}}<br> | {{qnotice|For #Cstrike_Name_Change String2 is an old name and String3 is a new name.}}<br> | ||
+ | |||
{{begin-hl1msg|SayText|byte, string, string, string}} | {{begin-hl1msg|SayText|byte, string, string, string}} | ||
{{hl1msg|byte|SenderID}} | {{hl1msg|byte|SenderID}} | ||
Line 521: | Line 584: | ||
= Scenario = | = 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.<br> | 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.<br> | ||
− | |||
− | |||
[[image:Cs_scenario_msg.jpg|frame|right|Scenario message in CS, using the following parameters: 1, d_mp5navy, 150]] | [[image:Cs_scenario_msg.jpg|frame|right|Scenario message in CS, using the following parameters: 1, d_mp5navy, 150]] | ||
+ | {{qnotice|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.}}<br> | ||
{{qnotice|Works in both CS and CZ!}}<br> | {{qnotice|Works in both CS and CZ!}}<br> | ||
+ | {{qnotice|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.}}<br> | ||
− | |||
{{begin-hl1msg|Scenario|byte, string, byte, short, short}} | {{begin-hl1msg|Scenario|byte, string, byte, short, short}} | ||
{{hl1msg|byte|Active}} | {{hl1msg|byte|Active}} | ||
Line 535: | Line 597: | ||
{{hl1msg|short|FlashRate}} | {{hl1msg|short|FlashRate}} | ||
{{hl1msg|short|Unknown}} | {{hl1msg|short|Unknown}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = Scope = | ||
+ | Specific to Day of Defeat?<br> | ||
+ | |||
+ | {{qnotice|No Information available for this message.}}<br> | ||
+ | |||
+ | {{begin-hl1msg|Scope|byte}} | ||
+ | {{hl1msg|byte|Unknown}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 541: | Line 612: | ||
{{qnotice|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.}}<br> | {{qnotice|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.}}<br> | ||
+ | |||
{{begin-hl1msg|ScoreAttrib|byte, byte}} | {{begin-hl1msg|ScoreAttrib|byte, byte}} | ||
{{hl1msg|byte|PlayerID}} | {{hl1msg|byte|PlayerID}} | ||
Line 552: | Line 624: | ||
*See [http://www.amxmodx.org/funcwiki.php?go=module&id=4#const_teams CS Team Constants] for team indeces constants list.<br> | *See [http://www.amxmodx.org/funcwiki.php?go=module&id=4#const_teams CS Team Constants] for team indeces constants list.<br> | ||
+ | |||
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}} | {{begin-hl1msg|ScoreInfo|byte, short, short, short, short}} | ||
{{hl1msg|byte|PlayerID}} | {{hl1msg|byte|PlayerID}} | ||
Line 570: | Line 643: | ||
FFADE_MODULATE 0x0002 // Modulate (don't blend) | FFADE_MODULATE 0x0002 // Modulate (don't blend) | ||
FFADE_STAYOUT 0x0004 // ignores the duration, stays faded out until new ScreenFade message received | FFADE_STAYOUT 0x0004 // ignores the duration, stays faded out until new ScreenFade message received | ||
+ | |||
{{begin-hl1msg|ScreenFade|short, short, short, byte, byte, byte, byte}} | {{begin-hl1msg|ScreenFade|short, short, short, byte, byte, byte, byte}} | ||
{{hl1msg|short|Duration}} | {{hl1msg|short|Duration}} | ||
Line 584: | Line 658: | ||
{{qnotice|All arguments is in special units. 1 second is equal to (1<<12) i.e. 4096 units.}}<br> | {{qnotice|All arguments is in special units. 1 second is equal to (1<<12) i.e. 4096 units.}}<br> | ||
+ | |||
{{begin-hl1msg|ScreenShake|short, short, short}} | {{begin-hl1msg|ScreenShake|short, short, short}} | ||
{{hl1msg|short|Amplitude}} | {{hl1msg|short|Amplitude}} | ||
Line 592: | Line 667: | ||
= SendAudio = | = SendAudio = | ||
Plays the specified audio. An example of AudioCode could be "%!MRAD_rounddraw".<br> | Plays the specified audio. An example of AudioCode could be "%!MRAD_rounddraw".<br> | ||
+ | |||
{{begin-hl1msg|SendAudio|byte, string, short}} | {{begin-hl1msg|SendAudio|byte, string, short}} | ||
{{hl1msg|byte|SenderID}} | {{hl1msg|byte|SenderID}} | ||
Line 600: | Line 676: | ||
= ServerName = | = ServerName = | ||
Sends a server name to a client.<br> | Sends a server name to a client.<br> | ||
+ | |||
{{begin-hl1msg|ServerName|string}} | {{begin-hl1msg|ServerName|string}} | ||
{{hl1msg|string|ServerName}} | {{hl1msg|string|ServerName}} | ||
Line 606: | Line 683: | ||
= SetFOV = | = SetFOV = | ||
Sets the specified field of view.<br> | Sets the specified field of view.<br> | ||
+ | |||
{{begin-hl1msg|SetFOV|byte}} | {{begin-hl1msg|SetFOV|byte}} | ||
{{hl1msg|byte|Degrees}} | {{hl1msg|byte|Degrees}} | ||
Line 611: | Line 689: | ||
= ShadowIdx = | = ShadowIdx = | ||
− | {{qnotice|No Information available for this message.}}<br> | + | {{qnotice|No Information is available for this message.}}<br> |
+ | |||
{{begin-hl1msg|ShadowIdx|long}} | {{begin-hl1msg|ShadowIdx|long}} | ||
{{hl1msg|long|Unknown}} | {{hl1msg|long|Unknown}} | ||
Line 620: | Line 699: | ||
{{qnotice|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.}}<br> | {{qnotice|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.}}<br> | ||
+ | |||
{{begin-hl1msg|ShowMenu|short, char, byte, string}} | {{begin-hl1msg|ShowMenu|short, char, byte, string}} | ||
{{hl1msg|short|KeysBitSum}} | {{hl1msg|short|KeysBitSum}} | ||
Line 631: | Line 711: | ||
{{qnotice|This message has no arguments.}}<br> | {{qnotice|This message has no arguments.}}<br> | ||
+ | |||
{{begin-hl1msg|ShowTimer}} | {{begin-hl1msg|ShowTimer}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 636: | Line 717: | ||
= SpecHealth = | = SpecHealth = | ||
{{qnotice|No Information available for this message.}}<br> | {{qnotice|No Information available for this message.}}<br> | ||
+ | |||
{{begin-hl1msg|SpecHealth|byte}} | {{begin-hl1msg|SpecHealth|byte}} | ||
{{hl1msg|byte|Health?}} | {{hl1msg|byte|Health?}} | ||
Line 642: | Line 724: | ||
= SpecHealth2 = | = SpecHealth2 = | ||
Updates the observer's screen with a name and health of the given player.<br> | Updates the observer's screen with a name and health of the given player.<br> | ||
+ | |||
{{begin-hl1msg|SpecHealth2|byte, byte}} | {{begin-hl1msg|SpecHealth2|byte, byte}} | ||
{{hl1msg|byte|Health}} | {{hl1msg|byte|Health}} | ||
Line 650: | Line 733: | ||
Called when player becomes an observer/spectator.<br> | Called when player becomes an observer/spectator.<br> | ||
− | {{qnotice|On join to Spectators usually is fired twice in a row.}}<br> | + | {{qnotice|On join to Spectators this usually is fired twice in a row.}}<br> |
+ | |||
{{begin-hl1msg|Spectator|byte, byte}} | {{begin-hl1msg|Spectator|byte, byte}} | ||
{{hl1msg|byte|ClientID}} | {{hl1msg|byte|ClientID}} | ||
Line 658: | Line 742: | ||
= StatusIcon = | = 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.<br> | 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.<br> | ||
+ | |||
{{begin-hl1msg|StatusIcon|byte, string, byte, byte, byte}} | {{begin-hl1msg|StatusIcon|byte, string, byte, byte, byte}} | ||
{{hl1msg|byte|Status}} | {{hl1msg|byte|Status}} | ||
Line 672: | Line 757: | ||
{2, 17} - player index is 17 | {2, 17} - player index is 17 | ||
{3, 59} - player health is 59 | {3, 59} - player health is 59 | ||
+ | |||
{{begin-hl1msg|StatusValue|byte, short}} | {{begin-hl1msg|StatusValue|byte, short}} | ||
{{hl1msg|byte|Flag}} | {{hl1msg|byte|Flag}} | ||
Line 679: | Line 765: | ||
= StatusText = | = StatusText = | ||
Specifies the status text format.<br> | Specifies the status text format.<br> | ||
+ | |||
{{begin-hl1msg|StatusText|byte, string}} | {{begin-hl1msg|StatusText|byte, string}} | ||
{{hl1msg|byte|Unknown}} | {{hl1msg|byte|Unknown}} | ||
Line 690: | Line 777: | ||
{{qnotice|This event can only be used on missions that have an objective requiring a secondary timer!}}<br> | {{qnotice|This event can only be used on missions that have an objective requiring a secondary timer!}}<br> | ||
+ | |||
{{begin-hl1msg|TaskTime|short, byte, byte}} | {{begin-hl1msg|TaskTime|short, byte, byte}} | ||
{{hl1msg|short|Time}} | {{hl1msg|short|Time}} | ||
Line 700: | Line 788: | ||
{{qnotice|In CS TeamName is either "UNASSIGNED", "TERRORIST", "CT" or "SPECTATOR".}}<br> | {{qnotice|In CS TeamName is either "UNASSIGNED", "TERRORIST", "CT" or "SPECTATOR".}}<br> | ||
+ | |||
{{begin-hl1msg|TeamInfo|byte, string}} | {{begin-hl1msg|TeamInfo|byte, string}} | ||
{{hl1msg|byte|PlayerID}} | {{hl1msg|byte|PlayerID}} | ||
Line 706: | Line 795: | ||
= TeamScore = | = TeamScore = | ||
− | Updates the team score on the | + | Updates the team score on the scoreboard.<br> |
{{qnotice|In CS TeamName is either "TERRORIST" or "CT".}}<br> | {{qnotice|In CS TeamName is either "TERRORIST" or "CT".}}<br> | ||
+ | |||
{{begin-hl1msg|TeamScore|string, short}} | {{begin-hl1msg|TeamScore|string, short}} | ||
{{hl1msg|string|TeamName}} | {{hl1msg|string|TeamName}} | ||
+ | {{hl1msg|short|Score}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | == Day of Defeat == | ||
+ | {{begin-hl1msg|TeamScore|byte, short}} | ||
+ | {{hl1msg|byte|TeamID}} | ||
{{hl1msg|short|Score}} | {{hl1msg|short|Score}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 720: | Line 816: | ||
Arg2: #Game_join_ct | Arg2: #Game_join_ct | ||
Arg3: Pimp Daddy | Arg3: Pimp Daddy | ||
+ | |||
{{begin-hl1msg|TextMsg|byte, string, string, string, string, string}} | {{begin-hl1msg|TextMsg|byte, string, string, string, string, string}} | ||
{{hl1msg|byte|DestinationType}} | {{hl1msg|byte|DestinationType}} | ||
Line 733: | Line 830: | ||
{{qnotice|Speed is as follows: 0 (disable display), 1 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}<br> | {{qnotice|Speed is as follows: 0 (disable display), 1 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}<br> | ||
+ | |||
{{begin-hl1msg|Train|byte}} | {{begin-hl1msg|Train|byte}} | ||
{{hl1msg|byte|Speed}} | {{hl1msg|byte|Speed}} | ||
Line 741: | Line 839: | ||
{{qnotice|This message has no arguments.}}<br> | {{qnotice|This message has no arguments.}}<br> | ||
+ | |||
{{begin-hl1msg|TutorClose}} | {{begin-hl1msg|TutorClose}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
= TutorLine = | = TutorLine = | ||
− | {{qnotice|No Information available for this message.}}<br> | + | {{qnotice|No Information is available for this message.}}<br> |
{{begin-hl1msg|TutorLine}} | {{begin-hl1msg|TutorLine}} | ||
Line 753: | Line 852: | ||
= TutorState = | = TutorState = | ||
− | {{qnotice|No Information available for this message.}}<br> | + | {{qnotice|No Information is available for this message.}}<br> |
{{begin-hl1msg|TutorState }} | {{begin-hl1msg|TutorState }} | ||
Line 763: | Line 862: | ||
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}<br> | {{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}<br> | ||
− | |||
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}<br> | {{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}<br> | ||
− | |||
{{qnotice|IsDead is the message receiver alive status}}<br> | {{qnotice|IsDead is the message receiver alive status}}<br> | ||
Line 789: | Line 886: | ||
= ViewMode = | = ViewMode = | ||
− | {{qnotice|No Information available for this message (HLSDK says this switches to first-person view, but it doesn't seem to function as so).}}<br> | + | {{qnotice|No Information is available for this message (HLSDK says this switches to first-person view, but it doesn't seem to function as so).}}<br> |
+ | {{qnotice|This message has no arguments.}}<br> | ||
− | |||
{{begin-hl1msg|ViewMode}} | {{begin-hl1msg|ViewMode}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 797: | Line 894: | ||
= VGUIMenu = | = VGUIMenu = | ||
Displays a predefined VGUI menu.<br> | Displays a predefined VGUI menu.<br> | ||
+ | |||
{{begin-hl1msg|VGUIMenu|byte, short, char, byte, string}} | {{begin-hl1msg|VGUIMenu|byte, short, char, byte, string}} | ||
{{hl1msg|byte|MenuID}} | {{hl1msg|byte|MenuID}} | ||
Line 807: | Line 905: | ||
= VoiceMask = | = VoiceMask = | ||
Used to tell a client who he can hear over the microphone.<br> | Used to tell a client who he can hear over the microphone.<br> | ||
+ | |||
{{begin-hl1msg|VoiceMask|long, long}} | {{begin-hl1msg|VoiceMask|long, long}} | ||
{{hl1msg|long|AudiblePlayersIndexBitSum}} | {{hl1msg|long|AudiblePlayersIndexBitSum}} | ||
Line 816: | Line 915: | ||
{{qnotice|Fired on map initialization.}}<br> | {{qnotice|Fired on map initialization.}}<br> | ||
− | |||
{{qnotice|SlotID starts from 0.}}<br> | {{qnotice|SlotID starts from 0.}}<br> | ||
Line 825: | Line 923: | ||
ITEM_FLAG_LIMITINWORLD 8 | ITEM_FLAG_LIMITINWORLD 8 | ||
ITEM_FLAG_EXHAUSTIBLE 16 // A player can totally exhaust their ammo supply and lose this weapon. | ITEM_FLAG_EXHAUSTIBLE 16 // A player can totally exhaust their ammo supply and lose this weapon. | ||
+ | |||
{{qnotice|See [[CS Weapons Information]] for more information.}}<br> | {{qnotice|See [[CS Weapons Information]] for more information.}}<br> | ||
+ | |||
{{begin-hl1msg|WeaponList|string, byte, byte, byte, byte, byte, byte, byte, byte}} | {{begin-hl1msg|WeaponList|string, byte, byte, byte, byte, byte, byte, byte, byte}} | ||
{{hl1msg|string|WeaponName}} | {{hl1msg|string|WeaponName}} | ||
Line 842: | Line 942: | ||
{{qnotice|Draw time is depend on the ''hud_drawhistory_time'' client CVar value.}}<br> | {{qnotice|Draw time is depend on the ''hud_drawhistory_time'' client CVar value.}}<br> | ||
− | |||
{{qnotice|Is fired right before weapon is picked up (notice ''"before"'').}}<br> | {{qnotice|Is fired right before weapon is picked up (notice ''"before"'').}}<br> | ||
+ | {{qnotice|See [[CS Weapons Information]] for more information.}}<br> | ||
− | |||
{{begin-hl1msg|WeapPickup|byte}} | {{begin-hl1msg|WeapPickup|byte}} | ||
{{hl1msg|byte|WeaponID}} | {{hl1msg|byte|WeaponID}} | ||
{{end-hl1msg}} | {{end-hl1msg}} |
Revision as of 23:26, 14 November 2013
Contents
- 1 Introduction
- 2 ADStop
- 3 AllowSpec
- 4 AmmoPickup
- 5 AmmoX
- 6 ArmorType
- 7 BarTime
- 8 BarTime2
- 9 Battery
- 10 BlinkAcct
- 11 BombDrop
- 12 BombPickup
- 13 BotProgress
- 14 BotVoice
- 15 Brass
- 16 BuyClose
- 17 ClCorpse
- 18 Crosshair
- 19 CurWeapon
- 20 CZCareer
- 21 CZCareerHUD
- 22 Damage
- 23 DeathMsg
- 24 FlashBat
- 25 Flashlight
- 26 Fog
- 27 ForceCam
- 28 Frags
- 29 GameMode
- 30 GameTitle
- 31 Geiger
- 32 Health
- 33 HideWeapon
- 34 HLTV
- 35 HostageK
- 36 HostagePos
- 37 HudText
- 38 HudTextArgs
- 39 HudTextPro
- 40 InitHUD
- 41 ItemPickup
- 42 ItemStatus
- 43 Location
- 44 Money
- 45 MOTD
- 46 NVGToggle
- 47 PClass
- 48 PStatus
- 49 Radar
- 50 ReceiveW
- 51 ReloadSound
- 52 ReqState
- 53 ResetHUD
- 54 RoundTime
- 55 SayText
- 56 Scenario
- 57 Scope
- 58 ScoreAttrib
- 59 ScoreInfo
- 60 ScreenFade
- 61 ScreenShake
- 62 SendAudio
- 63 ServerName
- 64 SetFOV
- 65 ShadowIdx
- 66 ShowMenu
- 67 ShowTimer
- 68 SpecHealth
- 69 SpecHealth2
- 70 Spectator
- 71 StatusIcon
- 72 StatusValue
- 73 StatusText
- 74 TaskTime
- 75 TeamInfo
- 76 TeamScore
- 77 TextMsg
- 78 Train
- 79 TutorClose
- 80 TutorLine
- 81 TutorState
- 82 TutorText
- 83 ViewMode
- 84 VGUIMenu
- 85 VoiceMask
- 86 WeaponList
- 87 WeapPickup
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 is 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: |
|
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: |
|
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: |
|
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: |
|
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: |
|
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: |
|
Battery
Updates the icon and the number of armor on the HUD.
Name: | Battery | ||
Structure: |
|
BlinkAcct
Makes a player's money display flash rapidly, until it flashes a total of BlinkAmt times.
Name: | BlinkAcct | ||
Structure: |
|
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: |
|
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: |
|
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: |
|
Brass
Creates a brass shell. Used, for example, by the AWP, after firing.
Name: | Brass | ||||||||||||||||||||||||||||||
Structure: |
|
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.
- See CS Team Constants for team indeces constants list.
Name: | ClCorpse | ||||||||||||||||||||||||
Structure: |
|
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: |
|
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: |
|
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: |
|
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: |
|
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: |
|
DeathMsg
This event is 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.
It also prints the console text message "KillerName killed VictimName with TruncatedWeaponName" or "*** KillerName killed VictimName with a headshot from TruncatedWeaponName ***"
Note: KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a "trigger_hurt" entity, in which cases TruncatedWeaponName will be "worldspawn" and "trigger_hurt" respectively.
Note: For vehicle kills, TruncatedWeaponName could be "vehicle", "tank", etc.
Name: | DeathMsg | ||||||
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Counter-Strike
Note: TruncatedWeaponName doesn't contain a "weapon_" prefix. See CS Weapons Information for more information.
Note: For a grenade kill, TruncatedWeaponName isn't "hegrenade", but rather "grenade", which is the actual classname of a thrown grenade.
Name: | DeathMsg | ||||||||
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Day of Defeat
Name: | DeathMsg | ||||||
Structure: |
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FlashBat
Updates the flashlight battery charge on the HUD.
Name: | FlashBat | ||
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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 | ||||
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Fog
Note: mp_Fog 1 for fog in counter-strike
Name: | Fog | ||||||
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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 | ||||||
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Frags
Specific to Day of Defeat?
Name: | Frags | ||||
Structure: |
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GameMode
Informs player of current game mode
Name: | GameMode | ||
Structure: |
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GameTitle
Note: No Information is available for this message.
Name: | GameTitle | ||
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Geiger
Notifies about radiation level through special sound signals. Distance is a distance to hazard area.
Name: | Geiger | ||
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Health
Updates the number of health on the HUD.
Name: | Health | ||
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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 | ||
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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 | ||||
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HostageK
Temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.
Name: | HostageK | ||
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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 | ||||||||||
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HudText
Prints HUD text.
Note: Prints message with specified style in titles.txt with small signs (like in HL)
Name: | HudText | ||||
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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 | ||||||||||||
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HudTextPro
Prints HUD text.
Note: Prints message with specified style in titles.txt with Big signs (CS Default)
Name: | HudText | ||||
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InitHUD
Initializes the HUD.
Note: This message has no arguments.
Name: | InitHUD | |
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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 | ||
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ItemStatus
Notifies about carried items.
Example of some item bits:
1 (1<<0) - nightvision goggles 2 (1<<1) - defusal kit
Name: | ItemStatus | ||
Structure: |
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Location
This message is sent when player gets in different zone on map.
Name: | Location | ||||
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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 | ||||
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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 | ||||
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NVGToggle
Toggles night vision mode. For Flag: 1 is on, 0 is off.
Name: | NVGToggle | ||
Structure: |
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PClass
Specific to Day of Defeat?
Note: No Information available for this message.
Name: | PClass | ||||
Structure: |
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PStatus
Specific to Day of Defeat?
Note: No Information available for this message.
Name: | PStatus | ||||
Structure: |
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Radar
Draws/updates the dot on the HUD radar which is indicate the given player position.
Note: Works for teammates only.
Name: | Radar | ||||||||
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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 | ||
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ReloadSound
Plays generic reload sounds.
Note: Set IsNotShotgun to 1 will play weapons/generic_reload.wav
Note: Set IsNotShotgun to 0 will play weapons/generic_shot_reload.wav
Name: | ReloadSound | ||||
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ReqState
Note: No Information available for this message.
Note: This message has no arguments.
Name: | ReqState | |
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ResetHUD
Resets the HUD.
Note: This message has no arguments.
Name: | ResetHUD | |
Structure: |
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RoundTime
Updates the round timer on the HUD. Time is in seconds.
Name: | RoundTime | ||
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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 | ||||||||
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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.
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 | ||||||||||
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Scope
Specific to Day of Defeat?
Note: No Information available for this message.
Name: | Scope | ||
Structure: |
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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 | ||||
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ScoreInfo
Updates the scoreboard with the given player's Frags and Deaths.
Note: In CS the 4th argument is always equal to 0.
- See CS Team Constants for team indeces constants list.
Name: | ScoreInfo | ||||||||||
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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 | ||||||||||||||
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ScreenShake
Shakes the screen.
Note: All arguments is in special units. 1 second is equal to (1<<12) i.e. 4096 units.
Name: | ScreenShake | ||||||
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SendAudio
Plays the specified audio. An example of AudioCode could be "%!MRAD_rounddraw".
Name: | SendAudio | ||||||
Structure: |
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ServerName
Sends a server name to a client.
Name: | ServerName | ||
Structure: |
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SetFOV
Sets the specified field of view.
Name: | SetFOV | ||
Structure: |
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ShadowIdx
Note: No Information is available for this message.
Name: | ShadowIdx | ||
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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 | ||||||||
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ShowTimer
Forces the round timer displaying.
Note: This message has no arguments.
Name: | ShowTimer | |
Structure: |
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SpecHealth
Note: No Information available for this message.
Name: | SpecHealth | ||
Structure: |
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SpecHealth2
Updates the observer's screen with a name and health of the given player.
Name: | SpecHealth2 | ||||
Structure: |
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Spectator
Called when player becomes an observer/spectator.
Note: On join to Spectators this usually is fired twice in a row.
Name: | Spectator | ||||
Structure: |
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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 | ||||||||||
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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 | ||||
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StatusText
Specifies the status text format.
Name: | StatusText | ||||
Structure: |
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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: |
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TeamInfo
Sets the team information for the given player.
Note: In CS TeamName is either "UNASSIGNED", "TERRORIST", "CT" or "SPECTATOR".
Name: | TeamInfo | ||||
Structure: |
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TeamScore
Updates the team score on the scoreboard.
Note: In CS TeamName is either "TERRORIST" or "CT".
Name: | TeamScore | ||||
Structure: |
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Day of Defeat
Name: | TeamScore | ||||
Structure: |
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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 | ||||||||||||
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Train
Displays the speed bar used for controlling a train.
Note: Speed is as follows: 0 (disable display), 1 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)
Name: | Train | ||
Structure: |
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TutorClose
Closes all CZ-style tutor popups.
Note: This message has no arguments.
Name: | TutorClose | |
Structure: |
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TutorLine
Note: No Information is available for this message.
Name: | TutorLine | ||||
Structure: |
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TutorState
Note: No Information is available for this message.
Name: | TutorState | ||
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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: |
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ViewMode
Note: No Information is 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: |
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VGUIMenu
Displays a predefined VGUI menu.
Name: | VGUIMenu | ||||||||||
Structure: |
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VoiceMask
Used to tell a client who he can hear over the microphone.
Name: | VoiceMask | ||||
Structure: |
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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 | ||||||||||||||||||
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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 | ||
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