Counter-Strike: Global Offensive Events
- Refer back to Game Events (Source) for more events.
Contents
- 1 player_death
- 2 other_death
- 3 item_purchase
- 4 bomb_beginplant
- 5 bomb_abortplant
- 6 bomb_planted
- 7 bomb_defused
- 8 bomb_exploded
- 9 bomb_dropped
- 10 bomb_pickup
- 11 defuser_dropped
- 12 defuser_pickup
- 13 announce_phase_end
- 14 cs_intermission
- 15 bomb_begindefuse
- 16 bomb_abortdefuse
- 17 hostage_follows
- 18 hostage_hurt
- 19 hostage_killed
- 20 hostage_rescued
- 21 hostage_stops_following
- 22 hostage_rescued_all
- 23 hostage_call_for_help
- 24 vip_escaped
- 25 vip_killed
- 26 player_radio
- 27 bomb_beep
- 28 weapon_fire
- 29 weapon_fire_on_empty
- 30 grenade_thrown
- 31 weapon_outofammo
- 32 weapon_reload
- 33 weapon_zoom
- 34 silencer_detach
- 35 inspect_weapon
- 36 weapon_zoom_rifle
- 37 player_spawned
- 38 item_pickup
- 39 ammo_pickup
- 40 item_equip
- 41 item_remove
- 42 enter_buyzone
- 43 exit_buyzone
- 44 buytime_ended
- 45 enter_bombzone
- 46 exit_bombzone
- 47 enter_rescue_zone
- 48 exit_rescue_zone
- 49 silencer_off
- 50 silencer_on
- 51 buymenu_open
- 52 buymenu_close
- 53 begin_new_match
- 54 round_prestart
- 55 round_poststart
- 56 round_start
- 57 round_end
- 58 round_officially_ended
- 59 grenade_bounce
- 60 hegrenade_detonate
- 61 flashbang_detonate
- 62 smokegrenade_detonate
- 63 smokegrenade_expired
- 64 molotov_detonate
- 65 decoy_detonate
- 66 decoy_started
- 67 tagrenade_detonate
- 68 inferno_startburn
- 69 inferno_expire
- 70 inferno_extinguish
- 71 decoy_firing
- 72 bullet_impact
- 73 player_footstep
- 74 player_jump
- 75 player_blind
- 76 player_falldamage
- 77 door_moving
- 78 round_freeze_end
- 79 mb_input_lock_success
- 80 mb_input_lock_cancel
- 81 nav_blocked
- 82 nav_generate
- 83 player_stats_updated
- 84 achievement_info_loaded
- 85 spec_target_updated
- 86 spec_mode_updated
- 87 hltv_changed_mode
- 88 hltv_chase
- 89 hltv_status
- 90 player_disconnect
- 91 player_spawn
- 92 player_team
- 93 cs_game_disconnected
- 94 cs_round_final_beep
- 95 cs_round_start_beep
- 96 cs_win_panel_round
- 97 cs_win_panel_match
- 98 round_announce_last_round_half
- 99 round_announce_match_point
- 100 round_announce_match_start
- 101 round_time_warning
- 102 cs_match_end_restart
- 103 cs_pre_restart
- 104 show_freezepanel
- 105 hide_freezepanel
- 106 freezecam_started
- 107 player_avenged_teammate
- 108 achievement_earned
- 109 achievement_earned_local
- 110 item_found
- 111 items_gifted
- 112 repost_xbox_achievements
- 113 match_end_conditions
- 114 round_mvp
- 115 player_decal
- 116 teamplay_round_start
- 117 client_disconnect
- 118 gg_player_levelup
- 119 ggtr_player_levelup
- 120 assassination_target_killed
- 121 ggprogressive_player_levelup
- 122 gg_killed_enemy
- 123 gg_final_weapon_achieved
- 124 gg_bonus_grenade_achieved
- 125 switch_team
- 126 gg_leader
- 127 gg_team_leader
- 128 gg_player_impending_upgrade
- 129 write_profile_data
- 130 trial_time_expired
- 131 update_matchmaking_stats
- 132 player_reset_vote
- 133 enable_restart_voting
- 134 sfuievent
- 135 start_vote
- 136 player_given_c4
- 137 gg_reset_round_start_sounds
- 138 tr_player_flashbanged
- 139 tr_highlight_ammo
- 140 tr_mark_complete
- 141 tr_mark_best_time
- 142 tr_exit_hint_trigger
- 143 bot_takeover
- 144 tr_show_finish_msgbox
- 145 tr_show_exit_msgbox
- 146 reset_player_controls
- 147 jointeam_failed
- 148 teamchange_pending
- 149 material_default_complete
- 150 cs_prev_next_spectator
- 151 cs_handle_ime_event
- 152 nextlevel_changed
- 153 seasoncoin_levelup
- 154 tournament_reward
- 155 start_halftime
player_death
Note: When a client dies
Name: | player_death | |||||||||||||||||||||||||||||||||
Structure: |
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other_death
Note: As far as I know only used for chicken deaths at the moment
Name: | other_death | |||||||||||||||||||||||||||
Structure: |
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item_purchase
Note:
Name: | item_purchase | |||||||||
Structure: |
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bomb_beginplant
Note: When the bomb is starting to get planted
Name: | bomb_beginplant | ||||||
Structure: |
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bomb_abortplant
Note: When the bomb planter stops planting the bomb
Name: | bomb_abortplant | ||||||
Structure: |
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bomb_planted
Note: When the bomb has been planted
Name: | bomb_planted | ||||||
Structure: |
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bomb_defused
Note: When the bomb has been defused
Name: | bomb_defused | ||||||
Structure: |
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bomb_exploded
Note: When the bomb explodes
Name: | bomb_exploded | ||||||
Structure: |
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bomb_dropped
Note: When the bomb is dropped by a client
Name: | bomb_dropped | ||||||
Structure: |
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bomb_pickup
Note: When the bomb is picked up by a client
Name: | bomb_pickup | |||
Structure: |
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defuser_dropped
Note: When the defuser is dropped by a client
Name: | defuser_dropped | |||
Structure: |
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defuser_pickup
Note: When the defuser is picked up by a client
Name: | defuser_pickup | ||||||
Structure: |
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announce_phase_end
Note:
Name: | announce_phase_end | |||
Structure: |
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cs_intermission
Note:
Name: | cs_intermission | |||
Structure: |
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bomb_begindefuse
Note: When the bomb is started to be defused
Name: | bomb_begindefuse | ||||||
Structure: |
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bomb_abortdefuse
Note: When the bomb defusal is stopped
Name: | bomb_abortdefuse | |||
Structure: |
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hostage_follows
Note: When the hostage begins following a client
Name: | hostage_follows | ||||||
Structure: |
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hostage_hurt
Note: When a hostage is damaged
Name: | hostage_hurt | ||||||
Structure: |
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hostage_killed
Note: When a hostage is killed
Name: | hostage_killed | ||||||
Structure: |
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hostage_rescued
Note: When a hostage is rescued
Name: | hostage_rescued | |||||||||
Structure: |
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hostage_stops_following
Note: When a hostage stops following a client
Name: | hostage_stops_following | ||||||
Structure: |
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hostage_rescued_all
Note: When all the hostages are rescued
Name: | hostage_rescued_all | |||
Structure: |
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hostage_call_for_help
Note: When the hostage calls for help
Name: | hostage_call_for_help | |||
Structure: |
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vip_escaped
Note: When the VIP escapes
Name: | vip_escaped | |||
Structure: |
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vip_killed
Note: When the VIP is killed
Name: | vip_killed | ||||||
Structure: |
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player_radio
Note: When the player uses radio commands
Name: | player_radio | ||||||
Structure: |
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bomb_beep
Note: Every time the bomb beep sound happens
Name: | bomb_beep | |||
Structure: |
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weapon_fire
Note: Every time a client fires their weapon
Name: | weapon_fire | |||||||||
Structure: |
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weapon_fire_on_empty
Note: Every time a client fires their weapon and it's empty
Name: | weapon_fire_on_empty | ||||||
Structure: |
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grenade_thrown
Note: Every time a client throws their grenade
Name: | weapon_fire_on_empty | ||||||
Structure: |
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weapon_outofammo
Note:
Name: | weapon_outofammo | |||
Structure: |
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weapon_reload
Note: Every time a client reloads their weapon
Name: | weapon_reload | |||
Structure: |
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weapon_zoom
Note: Every time a client zooms a scoped weapon
Name: | weapon_zoom | |||
Structure: |
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silencer_detach
Note:
Name: | silencer_detach | |||
Structure: |
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inspect_weapon
Note:
Name: | inspect_weapon | |||
Structure: |
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weapon_zoom_rifle
Note: exists for the game instructor to let it know when the player zoomed in with a regular rifle. Different from the above weapon_zoom because we don't use this event to notify bots
Name: | weapon_zoom_rifle | |||
Structure: |
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player_spawned
Note:
Name: | player_spawned | ||||||
Structure: |
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item_pickup
Note: Every time an item is picked up (generally weapons)
Name: | item_pickup | |||||||||
Structure: |
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ammo_pickup
Note:
Name: | ammo_pickup | |||||||||
Structure: |
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item_equip
Note:
Name: | item_equip | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Structure: |
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item_remove
Note:
Name: | item_remove | |
Structure: |
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enter_buyzone
Note:
Name: | enter_buyzone | ||||||
Structure: |
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exit_buyzone
Note:
Name: | exit_buyzone | ||||||
Structure: |
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buytime_ended
Note:
Name: | buytime_ended | |||
Structure: |
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enter_bombzone
Note:
Name: | enter_bombzone | |||||||||
Structure: |
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exit_bombzone
Note:
Name: | exit_bombzone | |||||||||
Structure: |
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enter_rescue_zone
Note:
Name: | enter_rescue_zone | |||
Structure: |
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exit_rescue_zone
Note:
Name: | exit_rescue_zone | |||
Structure: |
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silencer_off
Note:
Name: | silencer_off | |||
Structure: |
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silencer_on
Note:
Name: | silencer_on | |||
Structure: |
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Note:
Name: | buymenu_open | |||
Structure: |
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Note:
Name: | buymenu_close | |||
Structure: |
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begin_new_match
Note:
Name: | begin_new_match | |
Structure: |
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round_prestart
Note: sent before all other round restart actions
Name: | round_prestart | |||
Structure: |
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round_poststart
Note: sent after all other round restart actions
Name: | round_poststart | |||
Structure: |
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round_start
Note:
Name: | round_start | |||||||||
Structure: |
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round_end
Note:
Name: | round_end | |||||||||
Structure: |
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round_officially_ended
Note:
Name: | round_officially_ended | |
Structure: |
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grenade_bounce
Note: Every time a grenade bounces
Name: | grenade_bounce | |||
Structure: |
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hegrenade_detonate
Note: Every time a hegrenade explodes
Name: | hegrenade_detonate | |||||||||||||||
Structure: |
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flashbang_detonate
Note: Every time a flashbang detonates
Name: | flashbang_detonate | |||||||||||||||
Structure: |
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smokegrenade_detonate
Note: Every time a smokegrenade detonates
Name: | smokegrenade_detonate | |||||||||||||||
Structure: |
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smokegrenade_expired
Note:
Name: | smokegrenade_expired | |||||||||||||||
Structure: |
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molotov_detonate
Note:
Name: | molotov_detonate | ||||||||||||
Structure: |
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decoy_detonate
Note:
Name: | decoy_detonate | |||||||||||||||
Structure: |
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decoy_started
Note:
Name: | decoy_started | |||||||||||||||
Structure: |
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tagrenade_detonate
Note: Every time a tagrenade explodes
Name: | tagrenade_detonate | |||||||||||||||
Structure: |
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inferno_startburn
Note:
Name: | inferno_startburn | ||||||||||||
Structure: |
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inferno_expire
Note:
Name: | inferno_expire | ||||||||||||
Structure: |
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inferno_extinguish
Note:
Name: | inferno_extinguish | ||||||||||||
Structure: |
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decoy_firing
Note:
Name: | decoy_firing | |||||||||||||||
Structure: |
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bullet_impact
Note: Every time a bullet hits something
Name: | bullet_impact | ||||||||||||
Structure: |
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player_footstep
Note: Every time a player takes a step
Name: | player_footstep | |||
Structure: |
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player_jump
Note: Every time a player jumps
Name: | player_jump | |||
Structure: |
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player_blind
Note: Every time a player is blinded by a flashbang
Name: | player_blind | |||
Structure: |
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player_falldamage
Note: Every time a player takes damage due to a fall
Name: | player_falldamage | ||||||
Structure: |
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door_moving
Note: Every time a door is put in motion (opened)
Name: | door_moving | ||||||
Structure: |
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round_freeze_end
Note: When the round's mp_freezetime is up
Name: | round_freeze_end | |||
Structure: |
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mb_input_lock_success
Note:
Name: | mb_input_lock_success | |||
Structure: |
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mb_input_lock_cancel
Note:
Name: | mb_input_lock_cancel | |||
Structure: |
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Note: Guess: Called when an area is blocked by the nav of a map
Name: | nav_blocked | ||||||
Structure: |
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Note: Called when a nav file does not exist for a map and bots are added
Name: | nav_generate | |||
Structure: |
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player_stats_updated
Note: Guess: Called when the player stats (achievments) are sent to valve
Name: | player_stats_updated | |||
Structure: |
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achievement_info_loaded
Note: -
Name: | achievement_info_loaded | |||
Structure: |
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spec_target_updated
Note: -
Name: | spec_target_updated | |||
Structure: |
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spec_mode_updated
Note: -
Name: | spec_target_updated | |||
Structure: |
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hltv_changed_mode
Note: -
Name: | hltv_changed_mode | |||||||||
Structure: |
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hltv_chase
Note:
Name: | hltv_chase | |
Structure: |
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hltv_status
Note:
Name: | hltv_status | |
Structure: |
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player_disconnect
Note:
Name: | player_disconnect | |
Structure: |
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player_spawn
Note:
Name: | player_spawn | |
Structure: |
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player_team
Note:
Name: | player_team | |
Structure: |
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cs_game_disconnected
Note: -
Name: | cs_game_disconnected | |||
Structure: |
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cs_round_final_beep
Note:
Name: | cs_round_final_beep | |
Structure: |
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cs_round_start_beep
Note:
Name: | cs_round_start_beep | |
Structure: |
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cs_win_panel_round
Note: -
Name: | cs_win_panel_round | |||||||||||||||||||||||||||
Structure: |
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cs_win_panel_match
Note: -
Name: | cs_win_panel_match | |||
Structure: |
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round_announce_last_round_half
Note:
Name: | round_announce_last_round_half | |
Structure: |
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round_announce_match_point
Note:
Name: | round_announce_match_point | |
Structure: |
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round_announce_match_start
Note:
Name: | round_announce_match_start | |
Structure: |
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round_time_warning
Note:
Name: | round_time_warning | |
Structure: |
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cs_match_end_restart
Note: -
Name: | cs_match_end_restart | |||
Structure: |
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cs_pre_restart
Note: -
Name: | cs_pre_restart | |||
Structure: |
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show_freezepanel
Note: -
Name: | show_freezepanel | ||||||||||||||||||
Structure: |
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hide_freezepanel
Note: -
Name: | hide_freezepanel | |||
Structure: |
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freezecam_started
Note: -
Name: | freezecam_started | |||
Structure: |
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player_avenged_teammate
Note: -
Name: | player_avenged_teammate | ||||||
Structure: |
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achievement_earned
Note: -
Name: | achievement_earned | ||||||
Structure: |
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achievement_earned_local
Note: -
Name: | achievement_earned_local | ||||||
Structure: |
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item_found
Note: -
Name: | item_found | |||||||||||||||
Structure: |
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items_gifted
Note: -
Name: | items_gifted | |||||||||||||||
Structure: |
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repost_xbox_achievements
Note: -
Name: | repost_xbox_achievements | |||
Structure: |
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match_end_conditions
Note: -
Name: | match_end_conditions | ||||||||||||
Structure: |
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round_mvp
Note: -
Name: | round_mvp | ||||||
Structure: |
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player_decal
Note: -
Name: | player_decal | |||
Structure: |
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teamplay_round_start
Note: -
Name: | teamplay_round_start | |||
Structure: |
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client_disconnect
Note: -
Name: | client_disconnect | |||
Structure: |
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gg_player_levelup
Note: -
Name: | gg_player_levelup | |||||||||
Structure: |
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ggtr_player_levelup
Note: -
Name: | ggtr_player_levelup | |||||||||
Structure: |
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assassination_target_killed
Note: -
Name: | assassination_target_killed | ||||||
Structure: |
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ggprogressive_player_levelup
Note: -
Name: | ggprogressive_player_levelup | |||||||||
Structure: |
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gg_killed_enemy
Note: -
Name: | gg_killed_enemy | |||||||||||||||
Structure: |
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gg_final_weapon_achieved
Note: -
Name: | gg_final_weapon_achieved | |||
Structure: |
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gg_bonus_grenade_achieved
Note: -
Name: | gg_bonus_grenade_achieved | |||
Structure: |
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switch_team
Note: -
Name: | switch_team | |||||||||||||||
Structure: |
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gg_leader
Note: -
Name: | gg_leader | |||
Structure: |
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gg_team_leader
Note: -
Name: | gg_team_leader | |||
Structure: |
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gg_player_impending_upgrade
Note: -
Name: | gg_player_impending_upgrade | |||
Structure: |
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write_profile_data
Note: -
Name: | write_profile_data | |||
Structure: |
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trial_time_expired
Note: fired when a player runs out of time in trial mode
Name: | trial_time_expired | |||
Structure: |
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update_matchmaking_stats
Note: -
Name: | update_matchmaking_stats | |||
Structure: |
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player_reset_vote
Note: -
Name: | player_reset_vote | ||||||
Structure: |
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enable_restart_voting
Note: -
Name: | enable_restart_voting | |||
Structure: |
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sfuievent
Note: -
Name: | sfuievent | |||||||||
Structure: |
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start_vote
Note: -
Name: | start_vote | |||||||||
Structure: |
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player_given_c4
Note: -
Name: | player_given_c4 | |||
Structure: |
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gg_reset_round_start_sounds
Note: -
Name: | gg_reset_round_start_sounds | |||
Structure: |
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tr_player_flashbanged
Note: -
Name: | tr_player_flashbanged | |||
Structure: |
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tr_highlight_ammo
Note: not used yet because this relied on vgui panels, scaleform isn't supported yet
Name: | tr_highlight_ammo | |||
Structure: |
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tr_mark_complete
Note: -
Name: | tr_mark_complete | |||
Structure: |
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tr_mark_best_time
Note: -
Name: | tr_mark_best_time | |||
Structure: |
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tr_exit_hint_trigger
Note: -
Name: | tr_exit_hint_trigger | |||
Structure: |
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bot_takeover
Note: -
Name: | bot_takeover | |||||||||
Structure: |
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tr_show_finish_msgbox
Note: -
Name: | tr_show_finish_msgbox | |||
Structure: |
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tr_show_exit_msgbox
Note: -
Name: | tr_show_exit_msgbox | |||
Structure: |
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reset_player_controls
Note: used for demos
Name: | reset_player_controls | |||
Structure: |
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jointeam_failed
Note: -
Name: | jointeam_failed | ||||||
Structure: |
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teamchange_pending
Note: -
Name: | teamchange_pending | ||||||
Structure: |
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material_default_complete
Note: -
Name: | material_default_complete | |||
Structure: |
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cs_prev_next_spectator
Note: -
Name: | cs_prev_next_spectator | |||
Structure: |
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cs_handle_ime_event
Note: -
Name: | cs_handle_ime_event | |||||||||
Structure: |
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nextlevel_changed
Note: a game event, name may be 32 characters long
Name: | nextlevel_changed | |||
Structure: |
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seasoncoin_levelup
Note: -
Name: | seasoncoin_levelup | |||||||||
Structure: |
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tournament_reward
Note: -
Name: | tournament_reward | |||||||||
Structure: |
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start_halftime
Note:
Name: | start_halftime | |
Structure: |
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