Left 4 Dead 2 Events
- Refer back to Game Events (Source) for more 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 round_end
- 39 vote_ended
- 40 vote_started
- 41 vote_changed
- 42 vote_passed
- 43 vote_failed
- 44 vote_cast_yes
- 45 vote_cast_no
- 46 infected_hurt
- 47 infected_death
- 48 hostname_changed
- 49 difficulty_changed
- 50 finale_start
- 51 finale_rush
- 52 finale_escape_start
- 53 finale_vehicle_incoming
- 54 finale_vehicle_ready
- 55 finale_vehicle_leaving
- 56 finale_win
- 57 mission_lost
- 58 finale_radio_start
- 59 finale_radio_damaged
- 60 final_reportscreen
- 61 map_transition
- 62 player_transitioned
- 63 heal_begin
- 64 heal_success
- 65 heal_end
- 66 heal_interrupted
- 67 ammo_pack_used
- 68 give_weapon
- 69 pills_used
- 70 pills_used_fail
- 71 ammo_pack_used_fail_no_weapon
- 72 ammo_pack_used_fail_full
- 73 ammo_pack_used_fail_doesnt_use_ammo
- 74 ammo_pile_weapon_cant_use_ammo
- 75 defibrillator_begin
- 76 defibrillator_used
- 77 defibrillator_used_fail
- 78 defibrillator_interrupted
- 79 upgrade_pack_begin
- 80 upgrade_pack_used
- 81 upgrade_item_already_used
- 82 upgrade_failed_no_primary
- 83 dead_survivor_visible
- 84 adrenaline_used
- 85 revive_begin
- 86 revive_success
- 87 revive_end
- 88 drag_begin
- 89 drag_end
- 90 player_incapacitated
- 91 player_incapacitated_start
- 92 player_entered_start_area
- 93 player_first_spawn
- 94 player_left_start_area
- 95 player_entered_checkpoint
- 96 player_left_checkpoint
- 97 player_shoved
- 98 entity_shoved
- 99 player_jump_apex
- 100 player_blocked
- 101 player_now_it
- 102 player_no_longer_it
- 103 witch_harasser_set
- 104 witch_spawn
- 105 witch_killed
- 106 tank_spawn
- 107 melee_kill
- 108 area_cleared
- 109 award_earned
- 110 tongue_grab
- 111 tongue_broke_bent
- 112 tongue_broke_victim_died
- 113 tongue_release
- 114 choke_start
- 115 choke_end
- 116 choke_stopped
- 117 tongue_pull_stopped
- 118 lunge_shove
- 119 lunge_pounce
- 120 pounce_end
- 121 pounce_stopped
- 122 fatal_vomit
- 123 survivor_call_for_help
- 124 survivor_rescued
- 125 survivor_rescue_abandoned
- 126 relocated
- 127 respawning
- 128 tank_frustrated
- 129 weapon_given
- 130 weapon_drop
- 131 break_breakable
- 132 achievement_earned
- 133 spec_target_updated
- 134 spawner_give_item
- 135 create_panic_event
- 136 explain_pills
- 137 explain_weapons
- 138 entity_visible
- 139 weapon_spawn_visible
- 140 boomer_near
- 141 explain_pre_radio
- 142 started_pre_radio
- 143 explain_radio
- 144 explain_gas_truck
- 145 explain_panic_button
- 146 explain_elevator_button
- 147 explain_lift_button
- 148 explain_church_door
- 149 explain_emergency_door
- 150 explain_crane
- 151 explain_bridge
- 152 explain_gas_can_panic
- 153 explain_van_panic
- 154 explain_mainstreet
- 155 explain_train_lever
- 156 explain_disturbance
- 157 explain_scavenge_goal
- 158 explain_scavenge_leave_area
- 159 begin_scavenge_overtime
- 160 scavenge_round_start
- 161 scavenge_round_halftime
- 162 scavenge_round_finished
- 163 scavenge_score_tied
- 164 versus_round_start
- 165 gascan_pour_blocked
- 166 gascan_pour_completed
- 167 gascan_dropped
- 168 gascan_pour_interrupted
- 169 scavenge_match_finished
- 170 versus_match_finished
- 171 use_target
- 172 player_use
- 173 friendly_fire
- 174 gameinstructor_draw
- 175 gameinstructor_nodraw
- 176 request_weapon_stats
- 177 player_talking_state
- 178 weapon_pickup
- 179 hunter_punched
- 180 hunter_headshot
- 181 zombie_ignited
- 182 boomer_exploded
- 183 non_pistol_fired
- 184 weapon_fire_at_40
- 185 total_ammo_below_40
- 186 player_hurt_concise
- 187 tank_killed
- 188 achievement_write_failed
- 189 ghost_spawn_time
- 190 survival_at_30min
- 191 explain_pre_drawbridge
- 192 explain_drawbridge
- 193 explain_perimeter
- 194 explain_deactivate_alarm
- 195 explain_impound_lot
- 196 explain_decon
- 197 explain_mall_window
- 198 explain_mall_alarm
- 199 explain_coaster
- 200 explain_coaster_stop
- 201 explain_decon_wait
- 202 gauntlet_finale_start
- 203 explain_float
- 204 explain_ferry_button
- 205 explain_hatch_button
- 206 explain_shack_button
- 207 upgrade_incendiary_ammo
- 208 upgrade_explosive_ammo
- 209 receive_upgrade
- 210 explain_vehicle_arrival
- 211 mounted_gun_start
- 212 mounted_gun_overheated
- 213 explain_burger_sign
- 214 explain_carousel_button
- 215 explain_carousel_destination
- 216 explain_stage_lighting
- 217 explain_stage_finale_start
- 218 explain_stage_survival_start
- 219 ability_out_of_range
- 220 explain_stage_pyrotechnics
- 221 explain_c3m4_radio1
- 222 explain_c3m4_radio2
- 223 explain_gates_are_open
- 224 explain_c2m4_ticketbooth
- 225 explain_c3m4_rescue
- 226 explain_hotel_elevator_doors
- 227 explain_gun_shop_tanker
- 228 explain_gun_shop
- 229 explain_store_alarm
- 230 explain_store_item
- 231 explain_store_item_stop
- 232 explain_survival_generic
- 233 explain_survival_alarm
- 234 explain_survival_radio
- 235 explain_survival_carousel
- 236 explain_return_item
- 237 explain_save_items
- 238 spit_burst
- 239 entered_spit
- 240 temp_c4m1_getgas
- 241 temp_c4m3_return_to_boat
- 242 explain_c1m4_finale
- 243 c1m4_scavenge_instructions
- 244 punched_clown
- 245 charger_killed
- 246 spitter_killed
- 247 jockey_ride
- 248 jockey_ride_end
- 249 jockey_killed
- 250 non_melee_fired
- 251 infected_decapitated
- 252 upgrade_pack_added
- 253 vomit_bomb_tank
- 254 triggered_car_alarm
- 255 panic_event_finished
- 256 charger_charge_start
- 257 charger_charge_end
- 258 charger_carry_start
- 259 charger_carry_end
- 260 charger_impact
- 261 charger_pummel_start
- 262 charger_pummel_end
- 263 strongman_bell_knocked_off
- 264 molotov_thrown
- 265 gas_can_forced_drop
- 266 explain_need_gnome_to_continue
- 267 explain_survivor_glows_disabled
- 268 explain_item_glows_disabled
- 269 explain_rescue_disabled
- 270 explain_bodyshots_reduced
- 271 explain_witch_instant_kill
- 272 set_instructor_group_enabled
- 273 stashwhacker_game_won
- 274 versus_marker_reached
- 275 start_score_animation
- 276 survival_round_start
- 277 scavenge_gas_can_destroyed
- 278 explain_sewer_gate
- 279 explain_sewer_run
- 280 explain_c6m3_finale
- 281 finale_bridge_lowering
- 282 m60_streak_ended
- 283 chair_charged
- 284 song_played
- 285 foot_locker_opened
player_death
Note: a game event, name may be 32 charaters long; this extents the original player_death by a new fields
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:
Called: When an infected uses their ability
Issues: Doesn't fire for jockey
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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round_end
Note:
Name: | round_end | ||||||||||||
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_incoming
Note:
Name: | finale_vehicle_incoming | |||
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: When campaign cinematics start
Name: | map_transition | |||
Structure: |
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player_transitioned
Note: When campaign cinematics end and player is transitioned to first person view
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:
Issues: subject is broken for this event, it always appears to be the player doing the healing
Name: | heal_end | ||||||
Structure: |
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heal_interrupted
Note:
Name: | heal_interrupted | ||||||
Structure: |
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ammo_pack_used
Note:
Name: | ammo_pack_used | ||||||
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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ammo_pack_used_fail_no_weapon
Note:
Name: | ammo_pack_used_fail_no_weapon | ||||||
Structure: |
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ammo_pack_used_fail_full
Note:
Name: | ammo_pack_used_fail_full | ||||||
Structure: |
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ammo_pack_used_fail_doesnt_use_ammo
Note:
Name: | ammo_pack_used_fail_doesnt_use_ammo | ||||||
Structure: |
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ammo_pile_weapon_cant_use_ammo
Note:
Name: | ammo_pile_weapon_cant_use_ammo | |||
Structure: |
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defibrillator_begin
Note:
Name: | defibrillator_begin | ||||||
Structure: |
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defibrillator_used
Note:
Name: | defibrillator_used | ||||||
Structure: |
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defibrillator_used_fail
Note:
Name: | defibrillator_used_fail | ||||||
Structure: |
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defibrillator_interrupted
Note:
Name: | defibrillator_interrupted | ||||||
Structure: |
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upgrade_pack_begin
Note:
Name: | upgrade_pack_begin | |||
Structure: |
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upgrade_pack_used
Note:
Name: | upgrade_pack_used | ||||||
Structure: |
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upgrade_item_already_used
Note:
Name: | upgrade_item_already_used | ||||||
Structure: |
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upgrade_failed_no_primary
Note:
Name: | upgrade_failed_no_primary | ||||||
Structure: |
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dead_survivor_visible
Note:
Name: | dead_survivor_visible | |||||||||
Structure: |
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adrenaline_used
Note:
Name: | adrenaline_used | |||
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. This is also called when a tank is killed.
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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Note: This Event doesnt exist anymore 1.10.2012
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: Fired in all cases where the tongue releases a victim, whether choked or not, etc.
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: Called when a smoker tongue is cleared on a dragging player. Includes cuts.
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_drop
Note:
Called: When an item is removed from a survivor's inventory
Related Events: Called before heal_success, defibrillator_used, upgrade_pack_used, but called after pills_used and adrenaline_used
Name: | weapon_drop | |||||||||
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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weapon_spawn_visible
Note:
Name: | weapon_spawn_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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explain_scavenge_goal
Note: explain where to put the scavenge mode items
Name: | explain_scavenge_goal | ||||||
Structure: |
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explain_scavenge_leave_area
Note: explain that leaving the area, starts round
Name: | explain_scavenge_leave_area | ||||||
Structure: |
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begin_scavenge_overtime
Note: enter overtime in a scavenge round
Name: | begin_scavenge_overtime | |
Structure: |
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scavenge_round_start
Note: a scavenge round has begun
Name: | scavenge_round_start | ||||||
Structure: |
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scavenge_round_halftime
Note: a scavenge round is in halftime
Name: | scavenge_round_halftime | |
Structure: |
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scavenge_round_finished
Note: a scavenge round has ended
Name: | scavenge_round_finished | |
Structure: |
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scavenge_score_tied
Note: a team just tied the score
Name: | scavenge_score_tied | |
Structure: |
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versus_round_start
Note: a versus round has begun
Name: | versus_round_start | |
Structure: |
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gascan_pour_blocked
Note: can't pour the gas, someone else already is
Name: | gascan_pour_blocked | |||
Structure: |
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gascan_pour_completed
Note: player finished pouring a can
Name: | gascan_pour_completed | |||
Structure: |
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gascan_dropped
Note:
Name: | gascan_dropped | |||
Structure: |
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gascan_pour_interrupted
Note: we got interuppted pouring the gas can
Name: | gascan_pour_interrupted | |||
Structure: |
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scavenge_match_finished
Note:
Name: | scavenge_match_finished | |||
Structure: |
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versus_match_finished
Note:
Name: | versus_match_finished | |||
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
Called: When a Survivor presses +USE on a useable entity. i.e. Weapons, items, doors
Related Events: If targetid is an item, item_pickup will be called prior to player_use
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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request_weapon_stats
Note:
Name: | request_weapon_stats | |||
Structure: |
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player_talking_state
Note:
Name: | player_talking_state | ||||||
Structure: |
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weapon_pickup
Note: client event for player has picked up a weapon. If that does not work, try using the "item_pickup" event.
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: This is networked, special event for game instructor
Name: | weapon_fire_at_40 | ||||||||||||
Structure: |
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total_ammo_below_40
Note: sent for any ammo type, except those with max ammo 1, or infinite ammo, like pistols
Name: | total_ammo_below_40 | |||
Structure: |
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player_hurt_concise
Note: Abbreviated version of 'player_hurt' that is networked
Name: | player_hurt_concise | ||||||||||||
Structure: |
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tank_killed
Note:
Name: | tank_killed | |||||||||||||||
Structure: |
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achievement_write_failed
Note: Used for a notification message when an achievement fails to write
Name: | achievement_write_failed | |||
Structure: |
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ghost_spawn_time
Note: Used for clients to know how long until they become a ghost (and can spawn)
Name: | ghost_spawn_time | ||||||
Structure: |
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survival_at_30min
Note: Used to know when we elapse 30 minutes on a survival map
Name: | survival_at_30min | |
Structure: |
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explain_pre_drawbridge
Note: Point out the button that will start the gauntlet finale.
Name: | explain_pre_drawbridge | ||||||
Structure: |
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explain_drawbridge
Note:
Name: | explain_drawbridge | ||||||
Structure: |
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explain_perimeter
Note:
Name: | explain_perimeter | ||||||
Structure: |
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explain_deactivate_alarm
Note:
Name: | explain_deactivate_alarm | ||||||
Structure: |
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explain_impound_lot
Note:
Name: | explain_impound_lot | ||||||
Structure: |
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explain_decon
Note:
Name: | explain_decon | ||||||
Structure: |
|
explain_mall_window
Note:
Name: | explain_mall_window | ||||||
Structure: |
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explain_mall_alarm
Note:
Name: | explain_mall_alarm | ||||||
Structure: |
|
explain_coaster
Note:
Name: | explain_coaster | ||||||
Structure: |
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explain_coaster_stop
Note:
Name: | explain_coaster_stop | ||||||
Structure: |
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explain_decon_wait
Note:
Name: | explain_decon_wait | ||||||
Structure: |
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gauntlet_finale_start
Note:
Name: | gauntlet_finale_start | |
Structure: |
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explain_float
Note:
Name: | explain_float | ||||||
Structure: |
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explain_ferry_button
Note:
Name: | explain_ferry_button | ||||||
Structure: |
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explain_hatch_button
Note:
Name: | explain_hatch_button | ||||||
Structure: |
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explain_shack_button
Note:
Name: | explain_shack_button | ||||||
Structure: |
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upgrade_incendiary_ammo
Note:
Name: | upgrade_incendiary_ammo | |||
Structure: |
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upgrade_explosive_ammo
Note:
Name: | upgrade_explosive_ammo | |||
Structure: |
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receive_upgrade
Note:
Name: | receive_upgrade | ||||||
Structure: |
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explain_vehicle_arrival
Note:
Name: | explain_vehicle_arrival | |||
Structure: |
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mounted_gun_start
Note:
Name: | mounted_gun_start | ||||||
Structure: |
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mounted_gun_overheated
Note:
Name: | mounted_gun_overheated | |||
Structure: |
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explain_burger_sign
Note:
Name: | explain_burger_sign | ||||||
Structure: |
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explain_carousel_button
Note:
Name: | explain_carousel_button | ||||||
Structure: |
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explain_carousel_destination
Note:
Name: | explain_carousel_destination | ||||||
Structure: |
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explain_stage_lighting
Note:
Name: | explain_stage_lighting | ||||||
Structure: |
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explain_stage_finale_start
Note:
Name: | explain_stage_finale_start | ||||||
Structure: |
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explain_stage_survival_start
Note:
Name: | explain_stage_survival_start | ||||||
Structure: |
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ability_out_of_range
Note:
Name: | ability_out_of_range | ||||||
Structure: |
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explain_stage_pyrotechnics
Note:
Name: | explain_stage_pyrotechnics | ||||||
Structure: |
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explain_c3m4_radio1
Note:
Name: | explain_c3m4_radio1 | ||||||
Structure: |
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explain_c3m4_radio2
Note:
Name: | explain_c3m4_radio2 | ||||||
Structure: |
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explain_gates_are_open
Note:
Name: | explain_gates_are_open | ||||||
Structure: |
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explain_c2m4_ticketbooth
Note:
Name: | explain_c2m4_ticketbooth | ||||||
Structure: |
|
explain_c3m4_rescue
Note:
Name: | explain_c3m4_rescue | ||||||
Structure: |
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explain_hotel_elevator_doors
Note:
Name: | explain_hotel_elevator_doors | ||||||
Structure: |
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explain_gun_shop_tanker
Note:
Name: | explain_gun_shop_tanker | ||||||
Structure: |
|
explain_gun_shop
Note:
Name: | explain_gun_shop | ||||||
Structure: |
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explain_store_alarm
Note:
Name: | explain_store_alarm | ||||||
Structure: |
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explain_store_item
Note:
Name: | explain_store_item | ||||||
Structure: |
|
explain_store_item_stop
Note:
Name: | explain_store_item_stop | ||||||
Structure: |
|
explain_survival_generic
Note:
Name: | explain_survival_generic | ||||||
Structure: |
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explain_survival_alarm
Note:
Name: | explain_survival_alarm | ||||||
Structure: |
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explain_survival_radio
Note:
Name: | explain_survival_radio | ||||||
Structure: |
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explain_survival_carousel
Note:
Name: | explain_survival_carousel | ||||||
Structure: |
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explain_return_item
Note:
Name: | explain_return_item | ||||||
Structure: |
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explain_save_items
Note:
Name: | explain_save_items | ||||||
Structure: |
|
spit_burst
Note: Triggers when Spitter spit hits the ground. Can be triggered after Spitter death.
Name: | spit_burst | ||||||
Structure: |
|
entered_spit
Note:
Name: | entered_spit | ||||||
Structure: |
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temp_c4m1_getgas
Note:
Name: | temp_c4m1_getgas | ||||||
Structure: |
|
temp_c4m3_return_to_boat
Note:
Name: | temp_c4m3_return_to_boat | ||||||
Structure: |
|
explain_c1m4_finale
Note:
Name: | explain_c1m4_finale | ||||||
Structure: |
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c1m4_scavenge_instructions
Note:
Name: | c1m4_scavenge_instructions | ||||||
Structure: |
|
punched_clown
Note:
Name: | punched_clown | |||
Structure: |
|
charger_killed
Note:
Name: | charger_killed | ||||||||||||
Structure: |
|
spitter_killed
Note: Triggers on Spitter death
Name: | spitter_killed | |||||||||
Structure: |
|
jockey_ride
Note:
Name: | jockey_ride | ||||||
Structure: |
|
jockey_ride_end
Note:
Name: | jockey_ride_end | ||||||||||||
Structure: |
|
jockey_killed
Note:
Name: | jockey_killed | ||||||
Structure: |
|
non_melee_fired
Note:
Name: | non_melee_fired | |||
Structure: |
|
infected_decapitated
Note:
Name: | infected_decapitated | ||||||
Structure: |
|
upgrade_pack_added
Note:
Name: | upgrade_pack_added | ||||||
Structure: |
|
vomit_bomb_tank
Note:
Name: | vomit_bomb_tank | |||
Structure: |
|
triggered_car_alarm
Note:
Name: | triggered_car_alarm | |
Structure: |
|
panic_event_finished
Note:
Name: | panic_event_finished | |
Structure: |
|
charger_charge_start
Note: The moment when the charger starts charging
Name: | charger_charge_start | |||
Structure: |
|
charger_charge_end
Note:
Name: | charger_charge_end | |||
Structure: |
|
charger_carry_start
Note: The moment when the charger grabs a survivor
Name: | charger_carry_start | ||||||
Structure: |
|
charger_carry_end
Note: The moment when the charger stops charging a survivor (and will soon start pummeling)
Name: | charger_carry_end | ||||||
Structure: |
|
charger_impact
Note: When a charger impacts a survivor they aren't carrying
Name: | charger_impact | ||||||
Structure: |
|
charger_pummel_start
Note: The moment when the charger starts pummeling a survivor
Name: | charger_pummel_start | ||||||
Structure: |
|
charger_pummel_end
Note: When the charger is cleared from the survivor or the survivor dies.
Name: | charger_pummel_end | |||||||||
Structure: |
|
strongman_bell_knocked_off
Note: The arcade bell on c2m4_barns
Name: | strongman_bell_knocked_off | ||||||
Structure: |
|
molotov_thrown
Note:
Name: | molotov_thrown | |||
Structure: |
|
gas_can_forced_drop
Note:
Name: | gas_can_forced_drop | ||||||
Structure: |
|
explain_need_gnome_to_continue
Note:
Name: | explain_need_gnome_to_continue | |||
Structure: |
|
explain_survivor_glows_disabled
Note:
Name: | explain_survivor_glows_disabled | |||
Structure: |
|
explain_item_glows_disabled
Note:
Name: | explain_item_glows_disabled | |||
Structure: |
|
explain_rescue_disabled
Note:
Name: | explain_rescue_disabled | |||
Structure: |
|
explain_bodyshots_reduced
Note:
Name: | explain_bodyshots_reduced | |||
Structure: |
|
explain_witch_instant_kill
Note:
Name: | explain_witch_instant_kill | |||
Structure: |
|
set_instructor_group_enabled
Note:
Name: | set_instructor_group_enabled | ||||||
Structure: |
|
stashwhacker_game_won
Note:
Name: | stashwhacker_game_won | ||||||
Structure: |
|
versus_marker_reached
Note:
Name: | versus_marker_reached | ||||||
Structure: |
|
start_score_animation
Note:
Name: | start_score_animation | |
Structure: |
|
survival_round_start
Note:
Name: | survival_round_start | |
Structure: |
|
scavenge_gas_can_destroyed
Note:
Name: | scavenge_gas_can_destroyed | |||
Structure: |
|
explain_sewer_gate
Note:
Name: | explain_sewer_gate | ||||||
Structure: |
|
explain_sewer_run
Note:
Name: | explain_sewer_run | ||||||
Structure: |
|
explain_c6m3_finale
Note:
Name: | explain_c6m3_finale | ||||||
Structure: |
|
finale_bridge_lowering
Note:
Name: | finale_bridge_lowering | ||||||
Structure: |
|
m60_streak_ended
Note: I was holding down the m60 trigger, and now I'm not
Name: | m60_streak_ended | |||
Structure: |
|
chair_charged
Note:
Name: | chair_charged | |||
Structure: |
|
song_played
Note:
Name: | song_played | |||
Structure: |
|
foot_locker_opened
Note:
Name: | foot_locker_opened | |||
Structure: |
|