Left 4 Dead Events
Contents
- 1 player_death
- 2 player_hurt
- 3 player_team
- 4 player_bot_replace
- 5 bot_player_replace
- 6 player_afk
- 7 weapon_fire
- 8 weapon_fire_on_empty
- 9 weapon_reload
- 10 weapon_zoom
- 11 ability_use
- 12 ammo_pickup
- 13 item_pickup
- 14 grenade_bounce
- 15 hegrenade_detonate
- 16 bullet_impact
- 17 player_footstep
- 18 player_jump
- 19 player_blind
- 20 player_falldamage
- 21 player_ledge_grab
- 22 player_ledge_release
- 23 door_moving
- 24 door_open
- 25 door_close
- 26 door_unlocked
- 27 rescue_door_open
- 28 waiting_checkpoint_door_used
- 29 waiting_door_used_versus
- 30 waiting_checkpoint_button_used
- 31 success_checkpoint_button_used
- 32 round_freeze_end
- 33 round_start_pre_entity
- 34 round_start_post_nav
- 35 nav_blocked
- 36 nav_generate
- 37 round_end_message
- 38 vote_ended
- 39 vote_started
- 40 vote_changed
- 41 vote_passed
- 42 vote_failed
- 43 vote_cast_yes
- 44 vote_cast_no
- 45 infected_hurt
- 46 infected_death
- 47 hostname_changed
- 48 difficulty_changed
- 49 finale_start
- 50 finale_rush
- 51 finale_escape_start
- 52 finale_vehicle_ready
- 53 finale_vehicle_leaving
- 54 finale_win
- 55 mission_lost
- 56 finale_radio_start
- 57 finale_radio_damaged
- 58 final_reportscreen
- 59 map_transition
- 60 player_transitioned
- 61 heal_begin
- 62 heal_success
- 63 heal_end
- 64 heal_interrupted
- 65 give_weapon
- 66 pills_used
- 67 pills_used_fail
- 68 revive_begin
- 69 revive_success
- 70 revive_end
- 71 drag_begin
- 72 drag_end
- 73 player_incapacitated
- 74 player_incapacitated_start
- 75 player_entered_start_area
- 76 player_first_spawn
- 77 player_left_start_area
- 78 player_entered_checkpoint
- 79 player_left_checkpoint
- 80 player_shoved
- 81 entity_shoved
- 82 player_jump_apex
- 83 player_blocked
- 84 player_now_it
- 85 player_no_longer_it
- 86 witch_harasser_set
- 87 witch_spawn
- 88 witch_killed
- 89 tank_spawn
- 90 melee_kill
- 91 area_cleared
- 92 award_earned
- 93 tongue_grab
- 94 tongue_broke_bent
- 95 tongue_broke_victim_died
- 96 tongue_release
- 97 choke_start
- 98 choke_end
- 99 choke_stopped
- 100 tongue_pull_stopped
- 101 lunge_shove
- 102 lunge_pounce
- 103 pounce_end
- 104 pounce_stopped
- 105 fatal_vomit
- 106 survivor_call_for_help
- 107 survivor_rescued
- 108 survivor_rescue_abandoned
- 109 relocated
- 110 respawning
- 111 tank_frustrated
- 112 weapon_given
- 113 weapon_give_duplicate_fail
- 114 break_breakable
- 115 achievement_earned
- 116 spec_target_updated
- 117 spawner_give_item
- 118 create_panic_event
- 119 explain_pills
- 120 explain_weapons
- 121 entity_visible
- 122 boomer_near
- 123 explain_pre_radio
- 124 started_pre_radio
- 125 explain_radio
- 126 explain_gas_truck
- 127 explain_panic_button
- 128 explain_elevator_button
- 129 explain_lift_button
- 130 explain_church_door
- 131 explain_emergency_door
- 132 explain_crane
- 133 explain_bridge
- 134 explain_gas_can_panic
- 135 explain_van_panic
- 136 explain_mainstreet
- 137 explain_train_lever
- 138 explain_disturbance
- 139 use_target
- 140 player_use
- 141 friendly_fire
- 142 gameinstructor_draw
- 143 gameinstructor_nodraw
- 144 player_talking_state
- 145 weapon_pickup
- 146 hunter_punched
- 147 hunter_headshot
- 148 zombie_ignited
- 149 boomer_exploded
- 150 non_pistol_fired
- 151 weapon_fire_at_40
- 152 player_hurt_concise
- 153 tank_killed
- 154 achievement_write_failed
- 155 ghost_spawn_time
player_death
Note:
Name: | player_death | |||||||||||||||||||||||||||||||||||||||||||||
Structure: |
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player_hurt
Note: Registers all playable classes (Hunter, Smoker, Boomer, Tank, Survivors). See infected_hurt for Witch and Common Infected
Name: | player_hurt | |||||||||||||||||||||||||||||||||
Structure: |
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player_team
Note: player change his team
Name: | player_team | ||||||||||||||||||
Structure: |
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player_bot_replace
Note: Bot replaced a player
Name: | player_bot_replace | ||||||
Structure: |
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bot_player_replace
Note: Player replaced a bot
Name: | bot_player_replace | ||||||
Structure: |
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player_afk
Note:
Name: | player_afk | |||
Structure: |
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weapon_fire
Note:
Name: | weapon_fire | |||||||||||||||
Structure: |
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weapon_fire_on_empty
Note:
Name: | weapon_fire_on_empty | ||||||||||||
Structure: |
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weapon_reload
Note:
Name: | weapon_reload | ||||||
Structure: |
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weapon_zoom
Note:
Name: | weapon_zoom | |||
Structure: |
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ability_use
Note:
Name: | ability_use | |||||||||
Structure: |
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ammo_pickup
Note:
Name: | ammo_pickup | |||
Structure: |
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item_pickup
Note:
Name: | item_pickup | ||||||
Structure: |
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grenade_bounce
Note:
Name: | grenade_bounce | |||
Structure: |
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hegrenade_detonate
Note:
Name: | hegrenade_detonate | |||
Structure: |
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bullet_impact
Note:
Name: | bullet_impact | ||||||||||||
Structure: |
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player_footstep
Note:
Name: | player_footstep | |||
Structure: |
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player_jump
Note:
Name: | player_jump | |||
Structure: |
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player_blind
Note:
Name: | player_blind | |||
Structure: |
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player_falldamage
Note:
Name: | player_falldamage | |||||||||
Structure: |
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player_ledge_grab
Note:
Name: | player_ledge_grab | |||||||||
Structure: |
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player_ledge_release
Note:
Name: | player_ledge_release | |||
Structure: |
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door_moving
Note:
Name: | door_moving | ||||||
Structure: |
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door_open
Note:
Name: | door_open | |||||||||
Structure: |
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door_close
Note:
Name: | door_close | ||||||
Structure: |
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door_unlocked
Note:
Name: | door_unlocked | ||||||
Structure: |
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rescue_door_open
Note:
Name: | rescue_door_open | ||||||
Structure: |
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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: |
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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: |
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waiting_checkpoint_button_used
Note: Someone tried to push a button that's locked until everyone is gathered
Name: | waiting_checkpoint_button_used | |||
Structure: |
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success_checkpoint_button_used
Note: Someone pushed a button that's locked until everyone is gathered
Name: | success_checkpoint_button_used | |||
Structure: |
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round_freeze_end
Note:
Name: | round_freeze_end | |||
Structure: |
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round_start_pre_entity
Note:
Name: | round_start_pre_entity | |||
Structure: |
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Note:
Name: | round_start_post_nav | |||
Structure: |
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Note:
Name: | nav_blocked | ||||||
Structure: |
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Note:
Name: | nav_generate | |||
Structure: |
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round_end_message
Note:
Name: | round_end_message | |||||||||
Structure: |
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vote_ended
Note:
Name: | vote_ended | |||
Structure: |
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vote_started
Note:
Name: | vote_started | ||||||||||||
Structure: |
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vote_changed
Note:
Name: | vote_changed | |||||||||
Structure: |
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vote_passed
Note:
Name: | vote_passed | |||||||||
Structure: |
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vote_failed
Note:
Name: | vote_failed | |||
Structure: |
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vote_cast_yes
Note:
Name: | vote_cast_yes | ||||||
Structure: |
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vote_cast_no
Note:
Name: | vote_cast_no | ||||||
Structure: |
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infected_hurt
Note: Registers for non-playable classes (Common Infected, Witch). See player_hurt for other playable classes
Name: | infected_hurt | ||||||||||||||||||
Structure: |
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infected_death
Note:
Name: | infected_death | ||||||||||||
Structure: |
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hostname_changed
Note:
Name: | hostname_changed | |||
Structure: |
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difficulty_changed
Note:
Name: | difficulty_changed | ||||||
Structure: |
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finale_start
Note:
Name: | finale_start | |||
Structure: |
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finale_rush
Note:
Name: | finale_rush | |||
Structure: |
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finale_escape_start
Note:
Name: | finale_escape_start | |||
Structure: |
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finale_vehicle_ready
Note:
Name: | finale_vehicle_ready | |||
Structure: |
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finale_vehicle_leaving
Note:
Name: | finale_vehicle_leaving | |||
Structure: |
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finale_win
Note:
Name: | finale_win | ||||||
Structure: |
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mission_lost
Note: As in, the survivor team failed. Opposite of finale_win, but not necessarily during the finale.
Name: | mission_lost | |||
Structure: |
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finale_radio_start
Note:
Name: | finale_radio_start | |||
Structure: |
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finale_radio_damaged
Note:
Name: | finale_radio_damaged | |||
Structure: |
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final_reportscreen
Note: Right before the final report screen comes up, let awards possibly fire
Name: | final_reportscreen | |||
Structure: |
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map_transition
Note:
Name: | map_transition | |||
Structure: |
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player_transitioned
Note:
Name: | player_transitioned | |||
Structure: |
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heal_begin
Note:
Name: | heal_begin | ||||||
Structure: |
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heal_success
Note:
Name: | heal_success | |||||||||
Structure: |
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heal_end
Note:
Name: | heal_end | ||||||
Structure: |
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heal_interrupted
Note:
Name: | heal_interrupted | ||||||
Structure: |
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give_weapon
Note:
Name: | give_weapon | |||||||||
Structure: |
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pills_used
Note:
Name: | pills_used | ||||||
Structure: |
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pills_used_fail
Note:
Name: | pills_used_fail | |||
Structure: |
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revive_begin
Note:
Name: | revive_begin | ||||||
Structure: |
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revive_success
Note:
Name: | revive_success | ||||||||||||
Structure: |
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revive_end
Note:
Name: | revive_end | |||||||||
Structure: |
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drag_begin
Note:
Name: | drag_begin | ||||||
Structure: |
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drag_end
Note:
Name: | drag_end | ||||||
Structure: |
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player_incapacitated
Note: when a player becomes incapacitated
Name: | player_incapacitated | ||||||||||||||||||
Structure: |
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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: |
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player_entered_start_area
Note: when a player spawns into the player start area
Name: | player_entered_start_area | |||
Structure: |
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player_first_spawn
Note: when a player spawns for the first time in a given mission
Name: | player_first_spawn | |||||||||
Structure: |
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player_left_start_area
Note: when a player leaves the player start area
Name: | player_left_start_area | |||
Structure: |
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player_entered_checkpoint
Note: when a basecombatcharacter enters a checkpoint area
Name: | player_entered_checkpoint | |||||||||||||||
Structure: |
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player_left_checkpoint
Note: when a player leaves a checkpoint area
Name: | player_left_checkpoint | |||||||||
Structure: |
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player_shoved
Note:
Name: | player_shoved | ||||||
Structure: |
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entity_shoved
Note:
Name: | entity_shoved | ||||||
Structure: |
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player_jump_apex
Note:
Name: | player_jump_apex | |||
Structure: |
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player_blocked
Note:
Name: | player_blocked | ||||||
Structure: |
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player_now_it
Note:
Name: | player_now_it | ||||||||||||
Structure: |
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player_no_longer_it
Note:
Name: | player_no_longer_it | |||
Structure: |
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witch_harasser_set
Note:
Name: | witch_harasser_set | ||||||
Structure: |
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witch_spawn
Note:
Name: | witch_spawn | |||
Structure: |
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witch_killed
Note:
Name: | witch_killed | |||||||||
Structure: |
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tank_spawn
Note:
Name: | tank_spawn | ||||||
Structure: |
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melee_kill
Note:
Name: | melee_kill | |||||||||
Structure: |
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area_cleared
Note:
Name: | area_cleared | ||||||
Structure: |
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award_earned
Note:
Name: | award_earned | ||||||||||||
Structure: |
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tongue_grab
Note:
Name: | tongue_grab | ||||||
Structure: |
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tongue_broke_bent
Note:
Name: | tongue_broke_bent | |||
Structure: |
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tongue_broke_victim_died
Note:
Name: | tongue_broke_victim_died | |||
Structure: |
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tongue_release
Note:
Name: | tongue_release | |||||||||
Structure: |
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choke_start
Note:
Name: | choke_start | |||||||||
Structure: |
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choke_end
Note:
Name: | choke_end | ||||||
Structure: |
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choke_stopped
Note:
Name: | choke_stopped | ||||||
Structure: |
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tongue_pull_stopped
Note:
Name: | tongue_pull_stopped | ||||||
Structure: |
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lunge_shove
Note:
Name: | lunge_shove | ||||||
Structure: |
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lunge_pounce
Note:
Name: | lunge_pounce | ||||||||||||
Structure: |
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pounce_end
Note:
Name: | pounce_end | ||||||
Structure: |
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pounce_stopped
Note:
Name: | pounce_stopped | ||||||
Structure: |
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fatal_vomit
Note:
Name: | fatal_vomit | ||||||
Structure: |
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survivor_call_for_help
Note:
Name: | survivor_call_for_help | ||||||
Structure: |
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survivor_rescued
Note:
Name: | survivor_rescued | ||||||
Structure: |
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survivor_rescue_abandoned
Note:
Name: | survivor_rescue_abandoned | |||
Structure: |
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relocated
Note:
Name: | relocated | |||
Structure: |
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respawning
Note:
Name: | respawning | |||
Structure: |
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tank_frustrated
Note:
Name: | tank_frustrated | |||
Structure: |
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weapon_given
Note:
Name: | weapon_given | ||||||||||||
Structure: |
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weapon_give_duplicate_fail
Note:
Name: | weapon_give_duplicate_fail | |||||||||
Structure: |
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break_breakable
Note: Override from gameevents.res
Name: | break_breakable | ||||||||||||
Structure: |
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achievement_earned
Note:
Name: | achievement_earned | ||||||
Structure: |
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spec_target_updated
Note:
Name: | spec_target_updated | |||
Structure: |
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spawner_give_item
Note: A spawner has given a player an item (weapon, pills, ammo, health kit, etc)
Name: | spawner_give_item | |||||||||
Structure: |
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create_panic_event
Note: A panic event has been created, though not necessarily started
Name: | create_panic_event | |||
Structure: |
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explain_pills
Note:
Name: | explain_pills | |||
Structure: |
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explain_weapons
Note:
Name: | explain_weapons | |||
Structure: |
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entity_visible
Note:
Name: | entity_visible | ||||||||||||
Structure: |
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boomer_near
Note:
Name: | boomer_near | ||||||
Structure: |
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explain_pre_radio
Note: explain the rescue radio will remind you to ready for the finale
Name: | explain_pre_radio | ||||||
Structure: |
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started_pre_radio
Note: explain the rescue radio will remind you to ready for the finale
Name: | started_pre_radio | ||||||
Structure: |
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explain_radio
Note: explain the rescue radio will start the finale
Name: | explain_radio | ||||||
Structure: |
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explain_gas_truck
Note: explain how pulling the lever on the gas truck will start the finale
Name: | explain_gas_truck | ||||||
Structure: |
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explain_panic_button
Note: explain that pressing this button will start a panic event.
Name: | explain_panic_button | ||||||
Structure: |
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explain_elevator_button
Note: explain how to operate the hospital elevator button.
Name: | explain_elevator_button | ||||||
Structure: |
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explain_lift_button
Note: explain how to operate the lift button.
Name: | explain_lift_button | ||||||
Structure: |
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explain_church_door
Note: explain how to provoke the crazy church guy.
Name: | explain_church_door | ||||||
Structure: |
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explain_emergency_door
Note: explain how to open the emergency door.
Name: | explain_emergency_door | ||||||
Structure: |
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explain_crane
Note: explain how to lower the box on the crane.
Name: | explain_crane | ||||||
Structure: |
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explain_bridge
Note: explain how to close the gates to make a bridge.
Name: | explain_bridge | ||||||
Structure: |
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explain_gas_can_panic
Note: explain how to shoot the gas can.
Name: | explain_gas_can_panic | ||||||
Structure: |
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explain_van_panic
Note: explain how to start the van.
Name: | explain_van_panic | ||||||
Structure: |
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explain_mainstreet
Note: explain how to lower the forklift
Name: | explain_mainstreet | ||||||
Structure: |
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explain_train_lever
Note: explain how to operate the train lever.
Name: | explain_train_lever | ||||||
Structure: |
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explain_disturbance
Note: explain that disturbances (car alarm) attract infected horde
Name: | explain_disturbance | ||||||
Structure: |
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use_target
Note: a new use target has been found
Name: | use_target | |||||||||
Structure: |
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player_use
Note: a new use target has been found
Name: | player_use | ||||||
Structure: |
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friendly_fire
Note:
Name: | friendly_fire | ||||||||||||
Structure: |
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gameinstructor_draw
Note:
Name: | gameinstructor_draw | |||
Structure: |
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gameinstructor_nodraw
Note:
Name: | gameinstructor_nodraw | |||
Structure: |
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player_talking_state
Note:
Name: | player_talking_state | ||||||
Structure: |
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weapon_pickup
Note:
Name: | weapon_pickup | |||||||||
Structure: |
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hunter_punched
Note:
Name: | hunter_punched | |||||||||
Structure: |
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hunter_headshot
Note:
Name: | hunter_headshot | |||||||||
Structure: |
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zombie_ignited
Note:
Name: | zombie_ignited | |||||||||
Structure: |
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boomer_exploded
Note:
Name: | boomer_exploded | |||||||||
Structure: |
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non_pistol_fired
Note:
Name: | non_pistol_fired | |||
Structure: |
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weapon_fire_at_40
Note:
Name: | weapon_fire_at_40 | ||||||||||||
Structure: |
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player_hurt_concise
Note:
Name: | player_hurt_concise | |||||||||
Structure: |
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tank_killed
Note:
Name: | tank_killed | |||||||||
Structure: |
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achievement_write_failed
Note:
Name: | achievement_write_failed | |||
Structure: |
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ghost_spawn_time
Note:
Name: | ghost_spawn_time | ||||||
Structure: |
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