Difference between revisions of "Half-Life 1 Game Events"
(→WeaponList) |
(Huge update, ughh...) |
||
Line 1: | Line 1: | ||
[[Category:Half-Life 1]] | [[Category:Half-Life 1]] | ||
[[Category:Scripting (AMX Mod X)]] | [[Category:Scripting (AMX Mod X)]] | ||
− | |||
− | |||
− | + | = Introduction = | |
− | == ADStop | + | In [[AMX Mod X]] you are able to hook in-game messages/events with [http://www.amxmodx.org/funcwiki.php?search=register_message&go=search register_message] / [http://www.amxmodx.org/funcwiki.php?go=func&id=26 register_event]. Here are the list of messages/events and their arguments which can be read with [http://www.amxmodx.org/funcwiki.php?search=get_msg_arg_&go=search get_msg_arg_*] / [http://www.amxmodx.org/funcwiki.php?go=func&id=132 read_data].<br> |
− | {{qnotice|No Information available for this | + | <br> |
+ | *See the [[Advanced Scripting (AMX Mod X)#Events.2FMessages|Advanced Scripting]] article for more on events and messages.<br> | ||
+ | *See messages.inc and message_const.inc from amxmodx/scriptong/include folder or [http://www.amxmodx.org/funcwiki.php?go=inc&id=47 Messaging functions] and [http://www.amxmodx.org/funcwiki.php?go=inc&id=48 Message constants] for full messages control including blocking, argument alteration and much more.<br> | ||
+ | <br> | ||
+ | |||
+ | = ADStop = | ||
+ | {{qnotice|No Information available for this message.}}<br> | ||
+ | |||
+ | {{qnotice|This message has no arguments.}}<br> | ||
{{begin-hl1msg|ADStop}} | {{begin-hl1msg|ADStop}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = AllowSpec = | |
− | Changes whether or not "SPECTATE" appears on the change team menu. Called whenever the allow_spectators | + | 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.<br> |
− | {{qnotice|This changes how the change team menu appears, but spectating functionality is based off of the actual | + | |
+ | {{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}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = AmmoPickup = | |
− | Temporarily draws [[HUD]] | + | Temporarily draws [[HUD]] ammo amount and correspoding ammo [[HUD]] icon in the middle of the right side of the screen.<br> |
− | {{qnotice|Draw time is | + | |
+ | {{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 26: | Line 36: | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = AmmoX = | |
− | Updates green bar indicator in the [[HUD]] weapons | + | 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.<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 33: | Line 45: | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | == BarTime | + | = ArmorType = |
− | Draws a [[HUD]] progress bar which is filled from 0% to 100% for the time Duration seconds | + | 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> |
− | {{qnotice|Set Duration to 0 to hide the bar.}} | + | {{begin-hl1msg|ArmorType|byte}} |
+ | {{hl1msg|byte|Flag}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = 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.<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}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = BarTime2 = | |
− | The same as BarTime but | + | The same as BarTime but StartPercents is specify how many per cents of the bar are (already) filled.<br> |
− | {{qnotice|Display time can be calculated with this formula: ''(1 - | + | |
+ | {{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}} | ||
− | {{hl1msg|short| | + | {{hl1msg|short|StartPercents}} |
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = Battery = | |
− | Updates the icon and number of | + | 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}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = BlinkAcct = | |
− | Makes a player's money display flash rapidly, until it flashes a total of BlinkAmt times. | + | 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}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = 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. | + | 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| | + | {{hl1msg|coord|CoordX}} |
− | {{hl1msg|coord| | + | {{hl1msg|coord|CoordY}} |
− | {{hl1msg|coord| | + | {{hl1msg|coord|CoordZ}} |
{{hl1msg|byte|Flag}} | {{hl1msg|byte|Flag}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = 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. | + | 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.<br> |
+ | |||
+ | {{qnotice|This message has no arguments.}}<br> | ||
{{begin-hl1msg|BombPickup}} | {{begin-hl1msg|BombPickup}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = 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.<br> | 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.<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.}} | + | |
+ | {{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 83: | Line 106: | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = 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 | + | 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}} | ||
− | {{hl1msg|byte| | + | {{hl1msg|byte|PlayerIndex}} |
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = Brass = | |
− | Creates a brass shell. Used, for example, by the AWP, after firing. | + | 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|Unknown}} | {{hl1msg|byte|Unknown}} | ||
− | {{hl1msg|coord| | + | {{hl1msg|coord|StartX}} |
− | {{hl1msg|coord| | + | {{hl1msg|coord|StartY}} |
− | {{hl1msg|coord| | + | {{hl1msg|coord|StartZ}} |
− | {{hl1msg|coord| | + | {{hl1msg|coord|VelocityX?}} |
− | {{hl1msg|coord| | + | {{hl1msg|coord|VelocityY?}} |
− | {{hl1msg|coord| | + | {{hl1msg|coord|VelocityZ?}} |
− | {{hl1msg|coord| | + | {{hl1msg|coord|UnknownX}} |
− | {{hl1msg|coord| | + | {{hl1msg|coord|UnknownY}} |
− | {{hl1msg|coord| | + | {{hl1msg|coord|UnknownZ}} |
{{hl1msg|angle|Life?}} | {{hl1msg|angle|Life?}} | ||
{{hl1msg|short|Model?}} | {{hl1msg|short|Model?}} | ||
Line 110: | Line 133: | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = 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). | + | 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).<br> |
+ | |||
+ | {{qnotice|This message has no arguments.}}<br> | ||
{{begin-hl1msg|BuyClose}} | {{begin-hl1msg|BuyClose}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = ClCorpse = | |
− | Spawns a player's corpse. | + | 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.<br> |
− | {{qnotice| | + | |
+ | {{qnotice|Coord and Delay is in non-standard unknown format.}}<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> | ||
{{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| | + | {{hl1msg|string|ModelName}} |
− | {{hl1msg|long| | + | {{hl1msg|long|CoordX}} |
− | {{hl1msg|long| | + | {{hl1msg|long|CoordY}} |
− | {{hl1msg|long| | + | {{hl1msg|long|CoordZ}} |
− | {{hl1msg|coord| | + | {{hl1msg|coord|Angle0}} |
− | {{hl1msg|coord| | + | {{hl1msg|coord|Angle1}} |
− | {{hl1msg|coord| | + | {{hl1msg|coord|Angle2}} |
{{hl1msg|long|Delay}} | {{hl1msg|long|Delay}} | ||
{{hl1msg|byte|Sequence}} | {{hl1msg|byte|Sequence}} | ||
− | {{hl1msg|byte| | + | {{hl1msg|byte|ClassID?}} |
{{hl1msg|byte|TeamID}} | {{hl1msg|byte|TeamID}} | ||
{{hl1msg|byte|PlayerID}} | {{hl1msg|byte|PlayerID}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = Crosshair = | |
− | Draws/removes | + | Draws/removes a crosshair. If Flag is set to 1 the crosshair will be drawn.<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}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = CurWeapon = | |
− | Updates the clip ammo number and weapon's corresponding ammo type icon on the [[HUD]]. | + | Updates the clip ammo number and weapon's corresponding ammo type icon on the [[HUD]].<br> |
+ | |||
+ | {{qnotice|See [[CS Weapons Information]] for more information.}}<br> | ||
{{begin-hl1msg|CurWeapon|byte, byte, byte}} | {{begin-hl1msg|CurWeapon|byte, byte, byte}} | ||
− | {{hl1msg|byte| | + | {{hl1msg|byte|IsActive}} |
{{hl1msg|byte|WeaponID}} | {{hl1msg|byte|WeaponID}} | ||
{{hl1msg|byte|ClipAmmo}} | {{hl1msg|byte|ClipAmmo}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = CZCareer = | |
Supplies certain updates to the player regarding Condition Zero singleplayer missions.<br> | Supplies certain updates to the player regarding Condition Zero singleplayer missions.<br> | ||
− | {{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.}} | + | |
+ | {{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 158: | Line 196: | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = CZCareerHUD = | |
− | Displays certain HUD elements regarding Condition Zero singleplayer missions.<br> | + | Displays certain [[HUD]] elements regarding Condition Zero singleplayer missions.<br> |
− | {{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).}} | + | |
+ | {{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 169: | Line 211: | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = Damage = | |
− | Called when a player takes damage, to display the red locational indicators. | + | 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.<br> |
{{begin-hl1msg|Damage|byte, byte, long, coord, coord, coord}} | {{begin-hl1msg|Damage|byte, byte, long, coord, coord, coord}} | ||
− | {{hl1msg|byte| | + | {{hl1msg|byte|DamageSave}} |
− | {{hl1msg|byte| | + | {{hl1msg|byte|DamageTake}} |
− | {{hl1msg|long| | + | {{hl1msg|long|DamageType}} |
− | {{hl1msg|coord| | + | {{hl1msg|coord|CoordX}} |
− | {{hl1msg|coord| | + | {{hl1msg|coord|CoordY}} |
− | {{hl1msg|coord| | + | {{hl1msg|coord|CoordZ}} |
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = 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.<br> | 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.<br> | ||
− | Also prints the console text message "KillerName killed VictimName with | + | Also prints the console text message "KillerName killed VictimName with TruncatedWeaponName" or "*** KillerName killed VictimName with a headshot from TruncatedWeaponName ***"<br> |
+ | |||
+ | {{qnotice|TruncatedWeaponName doesn't contain a "weapon_" prefix. See [[CS Weapons Information]] for more information.}}<br> | ||
+ | |||
+ | {{qnotice|For grenade kill TruncatedWeaponName isn't "hegrenade" but "grenade", in fact it's an actual classname of a throwed grenade.}}<br> | ||
+ | |||
+ | {{qnotice|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.}}<br> | ||
+ | |||
+ | {{qnotice|For vehicle kills TruncatedWeaponName could be "vehicle", "tank" et cetera.}}<br> | ||
{{begin-hl1msg|DeathMsg|byte, byte, byte, string}} | {{begin-hl1msg|DeathMsg|byte, byte, byte, string}} | ||
{{hl1msg|byte|KillerID}} | {{hl1msg|byte|KillerID}} | ||
{{hl1msg|byte|VictimID}} | {{hl1msg|byte|VictimID}} | ||
− | {{hl1msg|byte| | + | {{hl1msg|byte|IsHeadshot}} |
− | {{hl1msg|string| | + | {{hl1msg|string|TruncatedWeaponName}} |
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = FlashBat = | |
− | Updates the flashlight battery charge on the [[HUD]]. | + | Updates the flashlight battery charge on the [[HUD]].<br> |
{{begin-hl1msg|FlashBat|byte}} | {{begin-hl1msg|FlashBat|byte}} | ||
− | {{hl1msg|byte| | + | {{hl1msg|byte|ChargePercents}} |
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = 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. | + | 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}} | ||
− | {{hl1msg|byte| | + | {{hl1msg|byte|ChargePercents}} |
+ | {{end-hl1msg}} | ||
+ | |||
+ | = Fog = | ||
+ | {{qnotice|No Information available for this message.}}<br> | ||
+ | |||
+ | = 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.<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}} | ||
+ | {{hl1msg|byte|ForcecamValue}} | ||
+ | {{hl1msg|byte|ForcechasecamValue}} | ||
+ | {{hl1msg|byte|Unknown}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = GameMode = | ||
+ | {{qnotice|No Information available for this message.}}<br> | ||
+ | {{begin-hl1msg|GameMode|byte}} | ||
+ | {{hl1msg|byte|Unknown}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = GameTitle = | ||
+ | {{qnotice|No Information available for this message.}}<br> | ||
+ | |||
+ | = Geiger = | ||
+ | Notifies about radiation level through special sound signals. Distance is a distance to hazard area.<br> | ||
+ | {{begin-hl1msg|Geiger|byte}} | ||
+ | {{hl1msg|byte|Distance}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = Health = | ||
+ | Updates the number of health on the [[HUD]].<br> | ||
+ | {{begin-hl1msg|Health|byte}} | ||
+ | {{hl1msg|byte|Health}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | == | + | = HideWeapon = |
− | {{ | + | Hides the specified [[HUD]] elements.<br> |
− | {{ | + | 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.<br> | ||
+ | {{begin-hl1msg|HideWeapon|byte}} | ||
+ | {{hl1msg|byte|Flags}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | = | + | = HLTV = |
− | + | {{qnotice|No Information available for this message.}}<br> | |
− | {{qnotice| | + | |
− | {{begin-hl1msg| | + | {{qnotice|On new round is fired with both arguments equal to 0.}}<br> |
− | + | {{begin-hl1msg|HLTV|byte, byte}} | |
− | {{hl1msg|byte| | + | {{hl1msg|byte|ClientID}} |
{{hl1msg|byte|Unknown}} | {{hl1msg|byte|Unknown}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = HostageK = | |
− | + | 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}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = HostagePos = | |
− | Draws/updates the blue mark on the CT players' radar which | + | Draws/updates the blue mark on the CT players' radar which is indicate the corresponding hostage position.<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| | + | {{hl1msg|byte|Flag}} |
{{hl1msg|byte|HostageID}} | {{hl1msg|byte|HostageID}} | ||
− | {{hl1msg|coord| | + | {{hl1msg|coord|CoordX}} |
− | {{hl1msg|coord| | + | {{hl1msg|coord|CoordY}} |
− | {{hl1msg|coord| | + | {{hl1msg|coord|CoordZ}} |
+ | {{end-hl1msg}} | ||
+ | |||
+ | = HudText = | ||
+ | {{qnotice|No Information available for this message.}}<br> | ||
+ | |||
+ | = HudTextArgs = | ||
+ | Prints [[HUD]] text.<br> | ||
+ | |||
+ | {{qnotice|An example of TextCode could be "#Hint_you_have_the_bomb".}}<br> | ||
+ | |||
+ | {{qnotice|If you have a problems with specifing the last two arguments use 1 and 0 respectively.}}<br> | ||
+ | {{begin-hl1msg|HudTextArgs|string, byte, byte}} | ||
+ | {{hl1msg|string|TextCode}} | ||
+ | {{hl1msg|byte|Unknown}} | ||
+ | {{hl1msg|byte|Unknown}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = HudTextPro = | ||
+ | {{qnotice|No Information available for this message.}}<br> | ||
+ | |||
+ | = InitHUD = | ||
+ | Initializes the [[HUD]].<br> | ||
+ | |||
+ | {{qnotice|This message has no arguments.}}<br> | ||
+ | {{begin-hl1msg|InitHUD}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = ItemPickup = | ||
+ | Temporarily draws correspoding item [[HUD]] icon in the middle of the right side of the screen.<br> | ||
+ | |||
+ | {{qnotice|Draw time is depend on the ''hud_drawhistory_time'' client CVar value.}}<br> | ||
+ | {{begin-hl1msg|ItemPickup|string}} | ||
+ | {{hl1msg|string|ItemName}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = ItemStatus = | ||
+ | Notifies about carried items.<br> | ||
+ | Example of some item bits: | ||
+ | 1 (1<<0) - nightvision goggles | ||
+ | 2 (1<<1) - defusal kit | ||
+ | {{begin-hl1msg|ItemStatus|byte}} | ||
+ | {{hl1msg|byte|ItemsBitSum}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = Location = | ||
+ | {{qnotice|No Information available for this message.}}<br> | ||
+ | {{begin-hl1msg|Location|byte, string}} | ||
+ | {{hl1msg|byte|Unknown}} | ||
+ | {{hl1msg|string|Unknown}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = 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. | + | 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 240: | Line 386: | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | == NVGToggle | + | = MOTD = |
− | Toggles night vision mode. For Flag: 1 is on, 0 is off. | + | Displays MOTD window.<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}} | ||
+ | {{hl1msg|byte|Flag}} | ||
+ | {{hl1msg|string|Text}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = NVGToggle = | ||
+ | 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}} | {{end-hl1msg}} | ||
− | == ResetHUD | + | = Radar = |
− | Resets the [[HUD]]. | + | Draws/updates the dot on the [[HUD]] radar which is indicate the given player position.<br> |
+ | |||
+ | {{qnotice|Works for teammates only.}}<br> | ||
+ | {{begin-hl1msg|Radar|byte, coord, coord, coord}} | ||
+ | {{hl1msg|byte|PlayerID}} | ||
+ | {{hl1msg|coord|CoordX}} | ||
+ | {{hl1msg|coord|CoordY}} | ||
+ | {{hl1msg|coord|CoordZ}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = ReceiveW = | ||
+ | {{qnotice|No Information available for this message.}}<br> | ||
+ | |||
+ | = ReloadSound = | ||
+ | {{qnotice|No Information available for this message.}}<br> | ||
+ | {{begin-hl1msg|ReloadSound|byte, byte}} | ||
+ | {{hl1msg|byte|Unknown}} | ||
+ | {{hl1msg|byte|Unknown}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = ReqState = | ||
+ | {{qnotice|No Information available for this message.}}<br> | ||
+ | |||
+ | {{qnotice|This message has no arguments.}}<br> | ||
+ | {{begin-hl1msg|ReqState}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = ResetHUD = | ||
+ | Resets the [[HUD]].<br> | ||
+ | |||
+ | {{qnotice|This message has no arguments.}}<br> | ||
{{begin-hl1msg|ResetHUD}} | {{begin-hl1msg|ResetHUD}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = RoundTime = | |
− | Updates the round timer on the [[HUD]]. Time is in seconds. | + | 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}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = SayText = | |
− | Prints say [[HUD]] text. Second | + | 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.<br> |
− | + | An examples of a predifined Counter-Strike string values: #Cstrike_Chat_AllDead, #Cstrike_Name_Change<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}} | ||
− | {{hl1msg|string| | + | {{hl1msg|string|String1}} |
− | {{hl1msg|string| | + | {{hl1msg|string|String2}} |
− | {{hl1msg|string| | + | {{hl1msg|string|String3}} |
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = 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 | + | 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 given 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> |
− | {{qnotice|If Active is 0, don't send any other arguments afterwards. Also, you don't need to send either short if | + | |
+ | {{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> | ||
+ | |||
[[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|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.}} | + | |
− | {{begin-hl1msg|Scenario|byte,string,byte,short,short}} | + | {{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}} | ||
{{hl1msg|byte|Active}} | {{hl1msg|byte|Active}} | ||
{{hl1msg|string|Sprite}} | {{hl1msg|string|Sprite}} | ||
{{hl1msg|byte|Alpha}} | {{hl1msg|byte|Alpha}} | ||
− | {{hl1msg|short| | + | {{hl1msg|short|FlashRate}} |
{{hl1msg|short|Unknown}} | {{hl1msg|short|Unknown}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = ScoreAttrib = | |
− | Updates the scoreboard's attribute for the specified player. For the 2nd argument, 0 is nothing, 1 is dead, 2 is bomb, 4 is VIP.<br> | + | 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.<br> |
− | {{qnotice| | + | |
+ | {{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}} | ||
− | {{hl1msg|byte| | + | {{hl1msg|byte|Flags}} |
+ | {{end-hl1msg}} | ||
+ | |||
+ | = ScoreInfo = | ||
+ | Updates the scoreboard with the given player's Frags and Deaths.<br> | ||
+ | |||
+ | {{qnotice|In CS the 4th argument 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> | ||
+ | {{begin-hl1msg|ScoreInfo|byte, short, short, short, short}} | ||
+ | {{hl1msg|byte|PlayerID}} | ||
+ | {{hl1msg|short|Frags}} | ||
+ | {{hl1msg|short|Deaths}} | ||
+ | {{hl1msg|short|ClassID?}} | ||
+ | {{hl1msg|short|TeamID}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = ScreenFade = | ||
+ | Fades the screen.<br> | ||
+ | |||
+ | {{qnotice|Duration and HoldTime is in special units. 1 second is equal to (1<<12) i.e. 4096 units.}}<br> | ||
+ | |||
+ | 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 | ||
+ | {{begin-hl1msg|ScreenFade|short, short, short, byte, byte, byte, byte}} | ||
+ | {{hl1msg|short|Duration}} | ||
+ | {{hl1msg|short|HoldTime}} | ||
+ | {{hl1msg|short|Flags}} | ||
+ | {{hl1msg|byte|ColorR}} | ||
+ | {{hl1msg|byte|ColorG}} | ||
+ | {{hl1msg|byte|ColorB}} | ||
+ | {{hl1msg|byte|Alpha}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = ScreenShake = | ||
+ | Shakes the screen.<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}} | ||
+ | {{hl1msg|short|Amplitude}} | ||
+ | {{hl1msg|short|Duration}} | ||
+ | {{hl1msg|short|Frequency}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SendAudio = | ||
+ | Plays the specified audio. An example of AudioCode could be "%!MRAD_rounddraw".<br> | ||
+ | {{begin-hl1msg|SendAudio|byte, string, short}} | ||
+ | {{hl1msg|byte|SenderID}} | ||
+ | {{hl1msg|string|AudioCode}} | ||
+ | {{hl1msg|short|Pitch}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = ServerName = | ||
+ | Sends a server name to a client.<br> | ||
+ | {{begin-hl1msg|ServerName|string}} | ||
+ | {{hl1msg|string|ServerName}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SetFOV = | ||
+ | Sets the specified field of view.<br> | ||
+ | {{begin-hl1msg|SetFOV|byte}} | ||
+ | {{hl1msg|byte|Degrees}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = ShadowIdx = | ||
+ | {{qnotice|No Information available for this message.}}<br> | ||
+ | {{begin-hl1msg|ShadowIdx|long}} | ||
+ | {{hl1msg|long|Unknown}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = 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).<br> | 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).<br> | ||
− | {{qnotice|Multipart should be 1 if your menu takes up multiple messages ( | + | |
− | {{begin-hl1msg|ShowMenu|short,char,byte,string}} | + | {{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> |
− | {{hl1msg|short| | + | {{begin-hl1msg|ShowMenu|short, char, byte, string}} |
+ | {{hl1msg|short|KeysBitSum}} | ||
{{hl1msg|char|Time}} | {{hl1msg|char|Time}} | ||
{{hl1msg|byte|Multipart}} | {{hl1msg|byte|Multipart}} | ||
Line 299: | Line 562: | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | == StatusIcon | + | = ShowTimer = |
− | Draws/removes the specified status [[HUD]] icon. For Status, 0 is Hide Icon, 1 is Show Icon, 2 is Flash Icon. | + | Forces the round timer displaying.<br> |
+ | |||
+ | {{qnotice|This message has no arguments.}}<br> | ||
+ | {{begin-hl1msg|ShowTimer}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SpecHealth = | ||
+ | {{qnotice|No Information available for this message.}}<br> | ||
+ | {{begin-hl1msg|SpecHealth|byte}} | ||
+ | {{hl1msg|byte|Health?}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SpecHealth2 = | ||
+ | Updates the observer's screen with a name and health of the given player.<br> | ||
+ | {{begin-hl1msg|SpecHealth2|byte, byte}} | ||
+ | {{hl1msg|byte|Health}} | ||
+ | {{hl1msg|byte|PlayerID}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = Spectator = | ||
+ | Called when player becomes an observer/spectator.<br> | ||
+ | |||
+ | {{qnotice|On join to Spectators usually is fired twice in a row.}}<br> | ||
+ | {{begin-hl1msg|Spectator|byte, byte}} | ||
+ | {{hl1msg|byte|ClientID}} | ||
+ | {{hl1msg|byte|Unknown}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = 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> | ||
{{begin-hl1msg|StatusIcon|byte, string, byte, byte, byte}} | {{begin-hl1msg|StatusIcon|byte, string, byte, byte, byte}} | ||
{{hl1msg|byte|Status}} | {{hl1msg|byte|Status}} | ||
{{hl1msg|string|SpriteName}} | {{hl1msg|string|SpriteName}} | ||
− | {{hl1msg|byte| | + | {{hl1msg|byte|ColorR}} |
− | {{hl1msg|byte| | + | {{hl1msg|byte|ColorG}} |
− | {{hl1msg|byte| | + | {{hl1msg|byte|ColorB}} |
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | == StatusText | + | = StatusValue = |
− | Specifies the status text format. | + | 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.<br> |
+ | 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 | ||
+ | {{begin-hl1msg|StatusValue|byte, short}} | ||
+ | {{hl1msg|byte|Flag}} | ||
+ | {{hl1msg|short|Value}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = StatusText = | ||
+ | Specifies the status text format.<br> | ||
{{begin-hl1msg|StatusText|byte, string}} | {{begin-hl1msg|StatusText|byte, string}} | ||
− | {{hl1msg|byte| | + | {{hl1msg|byte|Unknown}} |
{{hl1msg|string|Text}} | {{hl1msg|string|Text}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | = | + | = TaskTime = |
− | + | Displays a secondary timer above the round timer. Used for Condition Zero singleplayer missions.<br> | |
− | + | If Time is -1, timer dissappears. If Time is any other negative value, it is displayed as green instead of yellow, and considered positive.<br> | |
− | + | If Active is true, timer counts down. Otherwise, it is paused.<br>If Fade is above zero, the timer will slowly fade out after that many seconds have passed (even if the timer is inactive).<br> | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | {{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!}} | ||
{{begin-hl1msg|TaskTime|short, byte, byte}} | {{begin-hl1msg|TaskTime|short, byte, byte}} | ||
{{hl1msg|short|Time}} | {{hl1msg|short|Time}} | ||
Line 336: | Line 631: | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = TeamInfo = | |
− | TeamName is either "UNASSIGNED", "TERRORIST" or " | + | Sets the team information for the given player.<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| | + | {{hl1msg|byte|PlayerID}} |
{{hl1msg|string|TeamName}} | {{hl1msg|string|TeamName}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = TeamScore = | |
− | Updates the team score on the score board. TeamName is either "TERRORIST" or "CT". | + | Updates the team score on the score board.<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}} | ||
Line 350: | Line 649: | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = TextMsg = | |
− | + | Prints a cutom/or predefined text message.<br> | |
− | Arg1: 1 | + | 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: |
− | Arg2: #Game_join_ct | + | Arg1: 1 |
− | Arg3: | + | Arg2: #Game_join_ct |
+ | Arg3: Pimp Daddy | ||
{{begin-hl1msg|TextMsg|byte, string, string, string, string, string}} | {{begin-hl1msg|TextMsg|byte, string, string, string, string, string}} | ||
− | {{hl1msg|byte| | + | {{hl1msg|byte|DestinationType}} |
{{hl1msg|string|Message}} | {{hl1msg|string|Message}} | ||
{{hl1msg|string|Submsg}} | {{hl1msg|string|Submsg}} | ||
Line 364: | Line 664: | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = Train = | |
Displays the speed bar used for controlling a train.<br> | Displays the speed bar used for controlling a train.<br> | ||
− | {{qnotice|Speed is as follows: 0 (disable display), 1 (reverse), 2 (neutral), 3 (slow speed), 4 (medium speed), 5 (maximum speed)}} | + | |
− | {{begin-hl1msg|Train}} | + | {{qnotice|Speed is as follows: 0 (disable display), 1 (reverse), 2 (neutral), 3 (slow speed), 4 (medium speed), 5 (maximum speed)}}<br> |
+ | {{begin-hl1msg|Train|byte}} | ||
{{hl1msg|byte|Speed}} | {{hl1msg|byte|Speed}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = TutorClose = | |
− | Closes all CZ-style tutor popups. | + | Closes all CZ-style tutor popups.<br> |
− | |||
− | |||
− | + | = TutorLine = | |
− | {{qnotice|No Information available for this | + | {{qnotice|No Information available for this message.}}<br> |
− | |||
− | |||
− | + | = TutorState = | |
− | {{qnotice|No Information available for this | + | {{qnotice|No Information available for this message.}}<br> |
− | |||
− | |||
− | + | = TutorText = | |
− | Used to display a CZ-style tutor popup. | + | Used to display a CZ-style tutor popup.<br> |
− | {{begin-hl1msg|TutorText|string,byte,short,short,short}} | + | {{begin-hl1msg|TutorText|string, byte, short, short, short}} |
{{hl1msg|string|Unknown}} | {{hl1msg|string|Unknown}} | ||
{{hl1msg|byte|Unknown}} | {{hl1msg|byte|Unknown}} | ||
Line 396: | Line 691: | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | == | + | = 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|This message has no arguments.}}<br> | |
− | {{ | + | {{begin-hl1msg|ViewMode}} |
− | {{hl1msg| | ||
− | |||
− | |||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | == | + | = VGUIMenu = |
− | {{ | + | Displays a predefined VGUI menu.<br> |
− | {{ | + | {{begin-hl1msg|VGUIMenu|byte, short, char, byte, string}} |
+ | {{hl1msg|byte|MenuID}} | ||
+ | {{hl1msg|short|KeysBitSum}} | ||
+ | {{hl1msg|char|Time?}} | ||
+ | {{hl1msg|byte|Multipart?}} | ||
+ | {{hl1msg|string|Name?}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | + | = VoiceMask = | |
− | Used to tell a client who he can hear over the microphone. | + | 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 418: | Line 715: | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | == | + | = WeaponList = |
− | Fired | + | Configures the [[HUD]] weapons list.<br> |
− | {{qnotice| | + | |
− | {{begin-hl1msg| | + | {{qnotice|Fired on map initialization.}}<br> |
+ | |||
+ | {{qnotice|SlotID starts from 0.}}<br> | ||
+ | |||
+ | 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. | ||
+ | {{qnotice|See [[CS Weapons Information]] for more information.}}<br> | ||
+ | {{begin-hl1msg|WeaponList|string, byte, byte, byte, byte, byte, byte, byte, byte}} | ||
+ | {{hl1msg|string|WeaponName}} | ||
+ | {{hl1msg|byte|PrimaryAmmoID}} | ||
+ | {{hl1msg|byte|PrimaryAmmoMaxAmount}} | ||
+ | {{hl1msg|byte|SecondaryAmmoID}} | ||
+ | {{hl1msg|byte|SecondaryAmmoMaxAmount}} | ||
+ | {{hl1msg|byte|SlotID}} | ||
+ | {{hl1msg|byte|NumberInSlot}} | ||
{{hl1msg|byte|WeaponID}} | {{hl1msg|byte|WeaponID}} | ||
+ | {{hl1msg|byte|Flags}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | = | + | = WeapPickup = |
− | + | Temporarily draws correspoding weapon [[HUD]] icon in the middle of the right side of the screen.<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|See [[CS Weapons Information]] for more information.}}<br> |
− | {{hl1msg| | + | {{begin-hl1msg|WeapPickup|byte}} |
− | + | {{hl1msg|byte|WeaponID}} | |
− | |||
− | {{hl1msg|byte| | ||
{{end-hl1msg}} | {{end-hl1msg}} |
Revision as of 14:25, 22 January 2007
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 GameMode
- 29 GameTitle
- 30 Geiger
- 31 Health
- 32 HideWeapon
- 33 HLTV
- 34 HostageK
- 35 HostagePos
- 36 HudText
- 37 HudTextArgs
- 38 HudTextPro
- 39 InitHUD
- 40 ItemPickup
- 41 ItemStatus
- 42 Location
- 43 Money
- 44 MOTD
- 45 NVGToggle
- 46 Radar
- 47 ReceiveW
- 48 ReloadSound
- 49 ReqState
- 50 ResetHUD
- 51 RoundTime
- 52 SayText
- 53 Scenario
- 54 ScoreAttrib
- 55 ScoreInfo
- 56 ScreenFade
- 57 ScreenShake
- 58 SendAudio
- 59 ServerName
- 60 SetFOV
- 61 ShadowIdx
- 62 ShowMenu
- 63 ShowTimer
- 64 SpecHealth
- 65 SpecHealth2
- 66 Spectator
- 67 StatusIcon
- 68 StatusValue
- 69 StatusText
- 70 TaskTime
- 71 TeamInfo
- 72 TeamScore
- 73 TextMsg
- 74 Train
- 75 TutorClose
- 76 TutorLine
- 77 TutorState
- 78 TutorText
- 79 ViewMode
- 80 VGUIMenu
- 81 VoiceMask
- 82 WeaponList
- 83 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 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 in non-standard unknown format.
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.
Name: | Damage | ||||||||||||
Structure: |
|
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: |
|
FlashBat
Updates the flashlight battery charge on the HUD.
Name: | FlashBat | ||
Structure: |
|
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: |
|
Fog
Note: No Information available for this message.
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: |
|
GameMode
Note: No Information available for this message.
Name: | GameMode | ||
Structure: |
|
GameTitle
Note: No Information available for this message.
Geiger
Notifies about radiation level through special sound signals. Distance is a distance to hazard area.
Name: | Geiger | ||
Structure: |
|
Health
Updates the number of health on the HUD.
Name: | Health | ||
Structure: |
|
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: |
|
HLTV
Note: No Information available for this message.
Note: On new round is fired with both arguments equal to 0.
Name: | HLTV | ||||
Structure: |
|
HostageK
Temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.
Name: | HostageK | ||
Structure: |
|
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: |
|
HudText
Note: No Information available for this message.
HudTextArgs
Prints HUD text.
Note: An example of TextCode could be "#Hint_you_have_the_bomb".
Note: If you have a problems with specifing the last two arguments use 1 and 0 respectively.
Name: | HudTextArgs | ||||||
Structure: |
|
HudTextPro
Note: No Information available for this message.
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: |
|
ItemStatus
Notifies about carried items.
Example of some item bits:
1 (1<<0) - nightvision goggles 2 (1<<1) - defusal kit
Name: | ItemStatus | ||
Structure: |
|
Location
Note: No Information available for this message.
Name: | Location | ||||
Structure: |
|
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: |
|
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: |
|
NVGToggle
Toggles night vision mode. For Flag: 1 is on, 0 is off.
Name: | NVGToggle | ||
Structure: |
|
Radar
Draws/updates the dot on the HUD radar which is indicate the given player position.
Note: Works for teammates only.
Name: | Radar | ||||||||
Structure: |
|
ReceiveW
Note: No Information available for this message.
ReloadSound
Note: No Information available for this message.
Name: | ReloadSound | ||||
Structure: |
|
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: |
|
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: |
|
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 given 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 | ||||||||||
Structure: |
|
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: |
|
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 | ||||||||||
Structure: |
|
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: |
|
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: |
|
SendAudio
Plays the specified audio. An example of AudioCode could be "%!MRAD_rounddraw".
Name: | SendAudio | ||||||
Structure: |
|
ServerName
Sends a server name to a client.
Name: | ServerName | ||
Structure: |
|
SetFOV
Sets the specified field of view.
Name: | SetFOV | ||
Structure: |
|
ShadowIdx
Note: No Information available for this message.
Name: | ShadowIdx | ||
Structure: |
|
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: |
|
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: |
|
SpecHealth2
Updates the observer's screen with a name and health of the given player.
Name: | SpecHealth2 | ||||
Structure: |
|
Spectator
Called when player becomes an observer/spectator.
Note: On join to Spectators usually is fired twice in a row.
Name: | Spectator | ||||
Structure: |
|
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: |
|
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: |
|
StatusText
Specifies the status text format.
Name: | StatusText | ||||
Structure: |
|
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: |
|
TeamInfo
Sets the team information for the given player.
Note: In CS TeamName is either "UNASSIGNED", "TERRORIST", "CT" or "SPECTATOR".
Name: | TeamInfo | ||||
Structure: |
|
TeamScore
Updates the team score on the score board.
Note: In CS TeamName is either "TERRORIST" or "CT".
Name: | TeamScore | ||||
Structure: |
|
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: |
|
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: |
|
TutorClose
Closes all CZ-style tutor popups.
TutorLine
Note: No Information available for this message.
TutorState
Note: No Information available for this message.
TutorText
Used to display a CZ-style tutor popup.
Name: | TutorText | ||||||||||
Structure: |
|
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: |
|
VoiceMask
Used to tell a client who he can hear over the microphone.
Name: | VoiceMask | ||||
Structure: |
|
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: |
|
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: |
|