Left 4 Dead Events

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Revision as of 03:50, 3 August 2009 by Whosat (talk | contribs) (Added notes for player_bot_replace and bot_player_replace, infected_hurt and player_hurt)
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Contents

player_death

Note:

Name: player_death
Structure:
short userid user ID who died
long entityid entity ID who died, userid should be used first, to get the dead Player. Otherwise, it is not a player, so use this.
short attacker user ID who killed
string attackername What type of zombie, so we don't have zombie names
long attackerentid if killer not a player, the entindex of who killed. Again, use attacker first
string weapon weapon name killer used
bool headshot singals a headshot
bool attackerisbot is the attacker a bot
string victimname What type of zombie, so we don't have zombie names
bool victimisbot is the victim a bot
bool abort did the victim abort
long type damage type
float victim_x
float victim_y
float victim_z


player_hurt

Note: Registers all playable classes (Hunter, Smoker, Boomer, Tank, Survivors). See infected_hurt for Witch and Common Infected

Name: player_hurt
Structure:
1 local Not networked
short userid user ID who was hurt
short attacker user id who attacked
long attackerentid entity id who attacked, if attacker not a player, and userid therefore invalid
short health remaining health points
byte armor remaining armor points
string weapon weapon name attacker used, if not the world
short dmg_health damage done to health
byte dmg_armor damage done to armor
byte hitgroup hitgroup that was damaged
long type damage type


player_team

Note: player change his team

Name: player_team
Structure:
short userid user ID on server
byte team team id
byte oldteam old team id
bool disconnect team change because player disconnects
string name
bool isbot


player_bot_replace

Note: Bot replaced a player

Name: player_bot_replace
Structure:
short player user ID of the player
short bot user ID of the bot


bot_player_replace

Note: Player replaced a bot

Name: bot_player_replace
Structure:
short bot user ID of the bot
short player user ID of the player


player_afk

Note:

Name: player_afk
Structure:
short player user ID of the player


weapon_fire

Note:

Name: weapon_fire
Structure:
1 local don't network this, its way too spammy
short userid
string weapon used weapon name
short weaponid used weapon ID
short count number of bullets


weapon_fire_on_empty

Note:

Name: weapon_fire_on_empty
Structure:
1 local don't network this, its way too spammy
short userid
string weapon weapon name used
short count number of bullets


weapon_reload

Note:

Name: weapon_reload
Structure:
short userid
bool manual player manually started the reload


weapon_zoom

Note:

Name: weapon_zoom
Structure:
short userid


ability_use

Note:

Name: ability_use
Structure:
short userid
string ability ability classname
short context enum of the way it was used (different for each ability)


ammo_pickup

Note:

Name: ammo_pickup
Structure:
short userid The player who got some ammo from a weapon_ammo_spawner


item_pickup

Note:

Name: item_pickup
Structure:
short userid
string item either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'


grenade_bounce

Note:

Name: grenade_bounce
Structure:
short userid


hegrenade_detonate

Note:

Name: hegrenade_detonate
Structure:
short userid


bullet_impact

Note:

Name: bullet_impact
Structure:
short userid
float x
float y
float z


player_footstep

Note:

Name: player_footstep
Structure:
short userid


player_jump

Note:

Name: player_jump
Structure:
short userid


player_blind

Note:

Name: player_blind
Structure:
short userid


player_falldamage

Note:

Name: player_falldamage
Structure:
short userid Who got hurt
float damage for how much
short causer Who caused them to do so (if anyone)


player_ledge_grab

Note:

Name: player_ledge_grab
Structure:
short userid Who grabbed the ledge
short causer Who caused them to do so (if anyone)
bool has_upgrade whether they have an upgrade to help themself.


player_ledge_release

Note:

Name: player_ledge_release
Structure:
short userid person who released from the ledge


door_moving

Note:

Name: door_moving
Structure:
long entindex
short userid


door_open

Note:

Name: door_open
Structure:
short userid Who opened the door
bool checkpoint Is the door a checkpoint door
bool closed Was the door closed when it started opening?


door_close

Note:

Name: door_close
Structure:
short userid Who closed the door
bool checkpoint Is the door a checkpoint door


door_unlocked

Note:

Name: door_unlocked
Structure:
short userid Who opened the door
bool checkpoint Is the door a checkpoint door


rescue_door_open

Note:

Name: rescue_door_open
Structure:
short userid Who opened the door
long entindex door that opened


waiting_checkpoint_door_used

Note: Someone tried to open a checkpoint door that is locked till everyone loads in

Name: waiting_checkpoint_door_used
Structure:
short userid player who tried to open it
long entindex door that was used


waiting_door_used_versus

Note: Someone tried to open a checkpoint door that is locked till everyone loads in

Name: waiting_door_used_versus
Structure:
short userid player who tried to open it
long entindex door that was used


waiting_checkpoint_button_used

Note: Someone tried to push a button that's locked until everyone is gathered

Name: waiting_checkpoint_button_used
Structure:
short userid player who tried to open it


success_checkpoint_button_used

Note: Someone pushed a button that's locked until everyone is gathered

Name: success_checkpoint_button_used
Structure:
short userid player who openned it


round_freeze_end

Note:

Name: round_freeze_end
Structure:
None None


round_start_pre_entity

Note:

Name: round_start_pre_entity
Structure:
None None


round_start_post_nav

Note:

Name: round_start_post_nav
Structure:
None None


nav_blocked

Note:

Name: nav_blocked
Structure:
long area
bool blocked


nav_generate

Note:

Name: nav_generate
Structure:
None None


round_end_message

Note:

Name: round_end_message
Structure:
byte winner winner team/user i
byte reason reson why team won
string message end round message


vote_ended

Note:

Name: vote_ended
Structure:
None None


vote_started

Note:

Name: vote_started
Structure:
string issue
string param1
byte team
long initiator entity id of the player who initiated the vote


vote_changed

Note:

Name: vote_changed
Structure:
byte yesVotes
byte noVotes
byte potentialVotes


vote_passed

Note:

Name: vote_passed
Structure:
string details
string param1
byte team


vote_failed

Note:

Name: vote_failed
Structure:
byte team


vote_cast_yes

Note:

Name: vote_cast_yes
Structure:
byte team
long entityid entity id of the voter


vote_cast_no

Note:

Name: vote_cast_no
Structure:
byte team
long entityid entity id of the voter


infected_hurt

Note: Registers for non-playable classes (Common Infected, Witch). See player_hurt for other playable classes

Name: infected_hurt
Structure:
1 local don't network this, its way too spammy
short attacker player userid who attacked
long entityid entity id of infected
byte hitgroup hitgroup that was damaged
short amount how much damage was done
long type damage type


infected_death

Note:

Name: infected_death
Structure:
short attacker user ID who killed
bool headshot singals a headshot
bool minigun singals a minigun kill
bool blast singals a death from blast damage


hostname_changed

Note:

Name: hostname_changed
Structure:
string hostname


difficulty_changed

Note:

Name: difficulty_changed
Structure:
short newDifficulty
short oldDifficulty


finale_start

Note:

Name: finale_start
Structure:
short rushes


finale_rush

Note:

Name: finale_rush
Structure:
None None


finale_escape_start

Note:

Name: finale_escape_start
Structure:
None None


finale_vehicle_ready

Note:

Name: finale_vehicle_ready
Structure:
None None


finale_vehicle_leaving

Note:

Name: finale_vehicle_leaving
Structure:
short survivorcount number of survivors that made it out


finale_win

Note:

Name: finale_win
Structure:
string map_name
short difficulty


mission_lost

Note: As in, the survivor team failed. Opposite of finale_win, but not necessarily during the finale.

Name: mission_lost
Structure:
None None


finale_radio_start

Note:

Name: finale_radio_start
Structure:
short health


finale_radio_damaged

Note:

Name: finale_radio_damaged
Structure:
short health


final_reportscreen

Note: Right before the final report screen comes up, let awards possibly fire

Name: final_reportscreen
Structure:
None None


map_transition

Note:

Name: map_transition
Structure:
None None


player_transitioned

Note:

Name: player_transitioned
Structure:
short userid the person that just finished transitioning


heal_begin

Note:

Name: heal_begin
Structure:
short userid person doing the healing
short subject person being healed


heal_success

Note:

Name: heal_success
Structure:
short userid person doing the healing
short subject person being healed
short health_restored amount of health restored


heal_end

Note:

Name: heal_end
Structure:
short userid person doing the healing
short subject person being healed


heal_interrupted

Note:

Name: heal_interrupted
Structure:
short userid person who was being healed, but moved.
short subject person being healed


give_weapon

Note:

Name: give_weapon
Structure:
short userid The giver of the weapon
short recipient The recipient of the weapon
short weapon The ID of the weapon given


pills_used

Note:

Name: pills_used
Structure:
short userid person who had the pills
short subject person swallowing the pills


pills_used_fail

Note:

Name: pills_used_fail
Structure:
short userid person who tried to use the pills


revive_begin

Note:

Name: revive_begin
Structure:
short userid person doing the reviving
short subject person being revived


revive_success

Note:

Name: revive_success
Structure:
short userid person doing the reviving
short subject person who was revived
bool lastlife person revived will die if they fall again
bool ledge_hang 1 if person revived was ledge hanging


revive_end

Note:

Name: revive_end
Structure:
short userid person doing the reviving
short subject person being revived
bool ledge_hang person is ledge hanging


drag_begin

Note:

Name: drag_begin
Structure:
short userid person doing the dragging
short subject person being dragged


drag_end

Note:

Name: drag_end
Structure:
short userid person doing the dragging
short subject person being dragged


player_incapacitated

Note: when a player becomes incapacitated

Name: player_incapacitated
Structure:
short userid person who became incapacitated
short attacker user ID who made us incapacitated
long attackerentid if attacker not player, entindex of who made us incapacitated
string weapon weapon name attacker used
long type damage type
bool has_upgrade does this player have an upgrade that lets them help themselves?


player_incapacitated_start

Note: when a player is about to become incapacitated, so you can see his last living state

Name: player_incapacitated_start
Structure:
short userid person who became incapacitated
short attacker user ID who made us incapacitated
long attackerentid if attacker not player, entindex of who made us incapacitated
string weapon weapon name attacker used
long type damage type


player_entered_start_area

Note: when a player spawns into the player start area

Name: player_entered_start_area
Structure:
short userid person who entered


player_first_spawn

Note: when a player spawns for the first time in a given mission

Name: player_first_spawn
Structure:
short userid person who spawned
string map_name
bool isbot


player_left_start_area

Note: when a player leaves the player start area

Name: player_left_start_area
Structure:
short userid person who left


player_entered_checkpoint

Note: when a basecombatcharacter enters a checkpoint area

Name: player_entered_checkpoint
Structure:
short userid player who entered
long entityid If not a player, the entity index of the one entering
long door Entindex of the checkpoint door the player entered to get here.
long area
string doorname name of the entity they see


player_left_checkpoint

Note: when a player leaves a checkpoint area

Name: player_left_checkpoint
Structure:
short userid player who left
long entityid If not a player, the entity index of the one exiting
long area


player_shoved

Note:

Name: player_shoved
Structure:
short userid player index who was shoved
short attacker player index who attacked them


entity_shoved

Note:

Name: entity_shoved
Structure:
short entityid the entity index of the one who was shoved
short attacker player index who attacked them


player_jump_apex

Note:

Name: player_jump_apex
Structure:
short userid player who jumped


player_blocked

Note:

Name: player_blocked
Structure:
short userid player index who was trying to move
short blocker player index who kept them from moving


player_now_it

Note:

Name: player_now_it
Structure:
short userid Player who is now it
short attacker player that did the it-ing
bool exploded whether it was vomit or explosion
bool infected is the vomit infectious


player_no_longer_it

Note:

Name: player_no_longer_it
Structure:
short userid Player who is now no longer it


witch_harasser_set

Note:

Name: witch_harasser_set
Structure:
short userid Player who woke up the witch
long witchid Entindex of witch woken up


witch_spawn

Note:

Name: witch_spawn
Structure:
long witchid Entindex of witch spawning right now.


witch_killed

Note:

Name: witch_killed
Structure:
short userid Player who killed the witch
long witchid Entindex of witch that was killed.
bool oneshot TRUE if the Witch was killed with one shot


tank_spawn

Note:

Name: tank_spawn
Structure:
short userid User ID of the tank spawning now
long tankid Entindex of tank spawning right now.


melee_kill

Note:

Name: melee_kill
Structure:
short userid Player who bashed the infected
long entityid Entindex of infected what got killed
bool ambush Infected was unaware when killed


area_cleared

Note:

Name: area_cleared
Structure:
short userid person who cleared the area
long area id of the cleared area


award_earned

Note:

Name: award_earned
Structure:
short userid player who earned the award
long entityid client likes ent id
long subjectentid entity id of other party in the award, if any
short award id of award earned


tongue_grab

Note:

Name: tongue_grab
Structure:
short userid player who did the grabbing
short victim player that got grabbed


tongue_broke_bent

Note:

Name: tongue_broke_bent
Structure:
short userid Tongue owner


tongue_broke_victim_died

Note:

Name: tongue_broke_victim_died
Structure:
short userid Tongue owner


tongue_release

Note:

Name: tongue_release
Structure:
short userid The tongue owner
short victim The (now released) victim
long distance Distance the victim was dragged.


choke_start

Note:

Name: choke_start
Structure:
short userid The choker
short victim The person being choked
bool has_upgrade Does the victim have an upgrade to help themeselves with?


choke_end

Note:

Name: choke_end
Structure:
short userid The choker
short victim The person being choked


choke_stopped

Note:

Name: choke_stopped
Structure:
short userid Who stopped it
short victim And who was being choked


tongue_pull_stopped

Note:

Name: tongue_pull_stopped
Structure:
short userid Who stopped it
short victim And who was being pulled


lunge_shove

Note:

Name: lunge_shove
Structure:
short userid player who did the lunging
short victim player that got lunged


lunge_pounce

Note:

Name: lunge_pounce
Structure:
short userid player who did the lunging
short victim player that got lunged
long distance Distance from pounce start to contact
bool has_upgrade Does the victim have an upgrade to help themeselves with?


pounce_end

Note:

Name: pounce_end
Structure:
short userid Who stopped it
short victim And who was being pounced


pounce_stopped

Note:

Name: pounce_stopped
Structure:
short userid Who stopped it
short victim And who was being pounced


fatal_vomit

Note:

Name: fatal_vomit
Structure:
short userid Who vomited
short victim And who was killed or incapped


survivor_call_for_help

Note:

Name: survivor_call_for_help
Structure:
short userid The actual player entity who is awaiting rescue.
long subject SurvivorRescue entity representing the player who needs to be rescued from the closet (used for position)


survivor_rescued

Note:

Name: survivor_rescued
Structure:
short rescuer player that did the rescuing
short victim the survivor being rescued


survivor_rescue_abandoned

Note:

Name: survivor_rescue_abandoned
Structure:
None None


relocated

Note:

Name: relocated
Structure:
short userid player who was relocated


respawning

Note:

Name: respawning
Structure:
short userid player who started respawning


tank_frustrated

Note:

Name: tank_frustrated
Structure:
short userid player who was culled


weapon_given

Note:

Name: weapon_given
Structure:
short userid player who got the weapon
short giver player that did the giving
short weapon weapon id given
short weaponentid weapon entity id


weapon_give_duplicate_fail

Note:

Name: weapon_give_duplicate_fail
Structure:
short userid player who almost got the weapon
short giver player that tried to give it
short weapon weapon id given


break_breakable

Note: Override from gameevents.res

Name: break_breakable
Structure:
short userid userid of breaker
long entindex entindex of thing breaking
byte material BREAK_GLASS, BREAK_WOOD, etc
bool hulkonly SF_BREAK_HULK_ONLY


achievement_earned

Note:

Name: achievement_earned
Structure:
byte player entindex of the player
short achievement achievement ID


spec_target_updated

Note:

Name: spec_target_updated
Structure:
None None


spawner_give_item

Note: A spawner has given a player an item (weapon, pills, ammo, health kit, etc)

Name: spawner_give_item
Structure:
short userid Item recipient
string item Name of item given
long spawner entindex of the spawner entity


create_panic_event

Note: A panic event has been created, though not necessarily started

Name: create_panic_event
Structure:
short userid player who was started the panic


explain_pills

Note:

Name: explain_pills
Structure:
long subject The weapon_pain_pills spawner that will be indicated


explain_weapons

Note:

Name: explain_weapons
Structure:
long subject The weapon_pain_pills spawner that will be indicated


entity_visible

Note:

Name: entity_visible
Structure:
short userid The player who sees the entity
long subject Entindex of the entity they see
string classname Classname of the entity they see
string entityname name of the entity they see


boomer_near

Note:

Name: boomer_near
Structure:
short userid The boomer
short victim The survivor whom the boomer has gotten very close to


explain_pre_radio

Note: explain the rescue radio will remind you to ready for the finale

Name: explain_pre_radio
Structure:
short userid
long subject


started_pre_radio

Note: explain the rescue radio will remind you to ready for the finale

Name: started_pre_radio
Structure:
short userid
long subject


explain_radio

Note: explain the rescue radio will start the finale

Name: explain_radio
Structure:
short userid
long subject


explain_gas_truck

Note: explain how pulling the lever on the gas truck will start the finale

Name: explain_gas_truck
Structure:
short userid
long subject The lever


explain_panic_button

Note: explain that pressing this button will start a panic event.

Name: explain_panic_button
Structure:
short userid
long subject The panic button


explain_elevator_button

Note: explain how to operate the hospital elevator button.

Name: explain_elevator_button
Structure:
short userid
long subject The button


explain_lift_button

Note: explain how to operate the lift button.

Name: explain_lift_button
Structure:
short userid
long subject The lift button


explain_church_door

Note: explain how to provoke the crazy church guy.

Name: explain_church_door
Structure:
short userid
long subject The saferoom door


explain_emergency_door

Note: explain how to open the emergency door.

Name: explain_emergency_door
Structure:
short userid
long subject The door


explain_crane

Note: explain how to lower the box on the crane.

Name: explain_crane
Structure:
short userid
long subject The lever/button


explain_bridge

Note: explain how to close the gates to make a bridge.

Name: explain_bridge
Structure:
short userid
long subject The button


explain_gas_can_panic

Note: explain how to shoot the gas can.

Name: explain_gas_can_panic
Structure:
short userid
long subject The gas can


explain_van_panic

Note: explain how to start the van.

Name: explain_van_panic
Structure:
short userid
long subject The van


explain_mainstreet

Note: explain how to lower the forklift

Name: explain_mainstreet
Structure:
short userid
long subject The forklift


explain_train_lever

Note: explain how to operate the train lever.

Name: explain_train_lever
Structure:
short userid
long subject The lever on box car


explain_disturbance

Note: explain that disturbances (car alarm) attract infected horde

Name: explain_disturbance
Structure:
short userid
long subject The source of disturbance


use_target

Note: a new use target has been found

Name: use_target
Structure:
long targetid Entindex of the use target
string classname classname of the use target
bool isprop is this a prop that can be carried


player_use

Note: a new use target has been found

Name: player_use
Structure:
short userid userid of user
long targetid Entindex of the used entity


friendly_fire

Note:

Name: friendly_fire
Structure:
short attacker player who fired the weapon
short victim player who got shot
short guilty player who was at fault
long type damage type


gameinstructor_draw

Note:

Name: gameinstructor_draw
Structure:
None None


gameinstructor_nodraw

Note:

Name: gameinstructor_nodraw
Structure:
None None


player_talking_state

Note:

Name: player_talking_state
Structure:
byte player
bool istalking


weapon_pickup

Note:

Name: weapon_pickup
Structure:
byte context split screen message context
byte weaponid
byte weaponslot


hunter_punched

Note:

Name: hunter_punched
Structure:
short userid player who caused ignition
long hunteruserid user ID of Hunter
bool islunging TRUE if the Hunter was in the act of lunging


hunter_headshot

Note:

Name: hunter_headshot
Structure:
short userid player who made the headshot
long hunteruserid user ID of Hunter
bool islunging TRUE if the Hunter was in the act of lunging


zombie_ignited

Note:

Name: zombie_ignited
Structure:
short userid player who caused ignition
long entityid entity ID of Tank
string victimname "Witch", "Tank", "Hunter", "Smoker", or "Infected"


boomer_exploded

Note:

Name: boomer_exploded
Structure:
short userid Boomer that exploded
short attacker player who caused the explosion
bool splashedbile Exploding boomer splashed bile on Survivors


non_pistol_fired

Note:

Name: non_pistol_fired
Structure:
short userid User that fired a non-pistol weapon


weapon_fire_at_40

Note:

Name: weapon_fire_at_40
Structure:
short userid
string weapon used weapon name
short weaponid used weapon ID
short count number of bullets


player_hurt_concise

Note:

Name: player_hurt_concise
Structure:
short userid user ID who was hurt
long attackerentid entity id who attacked, if attacker not a player, and userid therefore invalid
short dmg_health damage done to health


tank_killed

Note:

Name: tank_killed
Structure:
short userid user ID of dead tank
short attacker user id of killer
bool solo TRUE if a player single-handedly killed the Tank


achievement_write_failed

Note:

Name: achievement_write_failed
Structure:
None None


ghost_spawn_time

Note:

Name: ghost_spawn_time
Structure:
short userid user ID of the player that is becoming a ghost
short spawntime How long of a wait until player is a ghost