Half-Life 1 Game Events

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Revision as of 09:04, 24 July 2006 by VEN (talk | contribs) (Money: fixed new line issue + cleared up note a bit)
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Half-Life Events

Description here

ADStop

Note: No Information available for this event

Name: ADStop
Structure:


AllowSpec

Note: No Information available for this event

Name: AllowSpec
Structure:


AmmoPickup

Temporary draws ammo amount and ammo type HUD icons in the middle of the right side of the screen (draw time depends on hud_drawhistory_time client CVAR value)

Name: AmmoPickup
Structure:
byte Ammo ID
byte Ammount


AmmoX

Updates green bar indicator in weapon HUD-list and ammo amount in lower right corner of the screen (in case current weapon uses given ammo type)

Name: AmmoX
Structure:
byte Ammo ID
byte Ammount


BarTime

Leave the 2nd byte as 0, to turn off a BarTime that you started just send a duration of 0.

Name: BarTime
Structure:
byte Duration
byte Unknown


BarTime2

Note: No Information available for this event

Name: BarTime2
Structure:


Battery

Note: No Information available for this event

Name: Battery
Structure:
byte Armor


BlinkAcct

Note: No Information available for this event

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. Setting the last argument 1, will also trigger the round timer to hide. It also will show the dropped bomb on the Terrorist team's radar in the location specified by the first three arguments.

Name: BombDrop
Structure:
coord X
coord Y
coord Z
byte Domb Droped?


BombPickup

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

Name: BombPickup
Structure:


BotProgress

Note: No Information available for this event

Name: BotProgress
Structure:


BotVoice

Note: No Information available for this event

Name: BotVoice
Structure:
byte unknown
byte unknown


Brass

Note: No Information available for this event

Name: Brass
Structure:


BuyClose

Note: No Information available for this event

Name: BuyClose
Structure:


ClCorpse

The model name does not have .mdl at the end

Name: ClCorpse
Structure:
string model
long unknown
long unknown
long unknown
coord unknown
coord unknown
coord unknown
long unknown
byte unknown
byte unknown
byte unknown
byte unknown


Crosshair

Note: No Information available for this event

Name: Crosshair
Structure:
byte unknown


CurWeapon

Note: No Information available for this event

Name: CurWeapon
Structure:
byte isActive
byte WeaponID
byte Ammo in weapon


CZCareer

Note: No Information available for this event

Name: CZCareer
Structure:


CZCareerHUD

Note: No Information available for this event

Name: CZCareerHUD
Structure:


Damage

Note: No Information available for this event

Name: Damage
Structure:
byte Damage save (armor)
byte Damage take (health)
long Damage type
coord X
coord Y
coord Z


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.

Name: DeathMsg
Structure:
byte killer
byte victim
byte headshot
string weapon


FlashBat

Note: No Information available for this event

Name: FlashBat
Structure:
byte Amount


Flashlight

Flag would be 1 for turning the flashlight on or 0 for turning it off. In my testing the 2nd argument was always 100.

Name: Flashlight
Structure:
byte Flag
byte unknown


Fog

Note: No Information available for this event

Name: Fog
Structure:


ForceCam

Note: No Information available for this event

Name: ForceCam
Structure:


HostageK

Note: No Information available for this event

Name: HostageK
Structure:
Byte unknown


HostagePos

Note: No Information available for this event

Name: HostagePos
Structure:
Byte unknown
Byte unknown
coord X
coord Y
coord Z


NVGToggle

Note: 1 is on, 2 is off

Name: NVGToggle
Structure:
byte flag


ResetHUD

Note: No Information available for this event

Name: ResetHUD
Structure:


RoundTime

Note: No Information available for this event

Name: RoundTime
Structure:
short Time in Seconds


SayText

Note: The destination can be 1 is notify, 2 is console, 3 is chat, or 4 is center. Some values of the predifined string: #Cstrike_Chat_AllDead, #Cstrike_Chat_All

Name: SayText
Structure:
byte Destination
string Predefined String
string Unknown
string Text said


Scenario

Note: No Information available for this event

Name: Scenario
Structure:
byte unknown


ScoreAttrib

Note: For the 2nd Argument, 0 is nothing, 1 is dead, 2 is bomb, 3 is VIP

Name: ScoreAttrib
Structure:
byte Id
byte Flag


StatusIcon

Note: For Status, 0 is Hide Icon, 1 is Show Icon, 2 is Flash Icon.

Red, Green and Blue arguments should be specified only if Status is 1 or 2.

A list of usable sprites are in listed at a link below: [Link is missing]

Name: StatusIcon
Structure:
byte Status
string Sprite name
byte Red
byte Green
byte Blue


StatusText

Note: No Information available for this event

Name: ScoreAttrib
Structure:
byte Line Number
string Text


StatusValue

Note: No Information available for this event

Name: StatusValue
Structure:
byte
short Predefined String
short Unknown
short Unknown
short Unknown


TaskTime

Note: No Information available for this event

Name: TaskTime
Structure:


TeamInfo

Note: Team name is either CT or TERRORIST

Name: TeamInfo
Structure:
byte ID
string Team Name


TeamScore

Note: Team name is either CT or TERRORIST

Name: TeamScore
Structure:
string Team Name
short Score


TextMsg

Note: 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: 4HM

Name: TextMsg
Structure:
byte ID
string Message
string Submsg
string Submsg
string Submsg
string Submsg


Train

Note: No Information available for this event

Name: Train
Structure:
byte unknown


TutorClose

Note: No Information available for this event

Name: TutorClose
Structure:


TutorLine

Note: No Information available for this event

Name: TutorLine
Structure:


TutorState

Note: No Information available for this event

Name: TutorState
Structure:


TutorText

Note: No Information available for this event

Name: TutorText
Structure:


VGUIMenu

Note: No Information available for this event

Name: VGUIMenu
Structure:
byte unknown
short unknown
char unknown
byte unknown
string unknown


ViewMode

Note: No Information available for this event

Name: ViewMode
Structure:


VoiceMask

Note: No Information available for this event

Name: VoiceMask
Structure:
long unknown
long unknown


WeapPickup

Note: No Information available for this event

Name: WeapPickup
Structure:
byte Weapon ID


Money

Draws the Amount of money on the player's HUD. Set the Difference to 1 to additionally display the new-old HUD money amount difference.

Note: You can't change actual amount of the real player's money with that event.

Name: Money
Structure:
long Amount
byte Difference