No More Room in Hell Events

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Refer back to Game Events (Source) for more events.

All NMRIH mod events can be found in nmrih\resource\modevents.res


player_active

Note: Player has become active in the server

Name: player_active
Structure:
short userid


player_death

Note: a game event, name may be 32 charaters long

Name: player_death
Structure:
short userid user ID who died
short attacker user ID who killed, entindex if NPC
string weapon weapon name killed used
byte npctype


teamplay_round_start

Note: round restart

Name: teamplay_round_start
Structure:
bool full_reset is this a full reset of the map


spec_target_updated

Note:

Name: spec_target_updated
Structure:


achievement_earned

Note:

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


achievement_event

Note:

Name: achievement_event
Structure:
string achievement_name
int cur_val
int max_val
int userid


object_destroyed

Note: a game event, name may be 32 charaters long

Name: object_destroyed
Structure:
short userid user ID who died
short attacker user ID who killed
string weapon weapon name killed used


player_hurt

Note:

Name: player_hurt
Structure:
short userid user ID who was hurt
short attacker user ID who attacked
string weapon weapon name attacker used


player_spawn

Note:

Name: player_spawn
Structure:
short userid


game_round_restart

Note:

Name: game_round_restart
Structure:


nmrih_practice_ending

Note:

Name: nmrih_practice_ending
Structure:


nmrih_reset_map

Note:

Name: nmrih_reset_map
Structure:


player_join

Note:

Name: player_join
Structure:
byte index


player_leave

Note:

Name: player_leave
Structure:
byte index


objective_begin

Note:

Name: objective_begin
Structure:
short id
string name


objective_complete

Note:

Name: objective_complete
Structure:
short id
string name
string force_extract


objective_fail

Note:

Name: objective_fail
Structure:
short id
string name


npc_killed

Note:

Name: npc_killed
Structure:
short entidx
short killeridx
bool isturned
byte weaponid weapon id killer used
byte npctype NPC type


spec_target_updated

Note:

Name: spec_target_updated
Structure:


achievement_earned

Note:

Name: achievement_earned
Structure:
short player
short achievement


instant_zombie_spawn

Note:

Name: instant_zombie_spawn
Structure:
short spawn_amount
short spawn_brush
string spawn_target
bool ignore_visibility
bool check_proximity
bool track
float runner_chance
float child_chance


WalkieSound

Note:

Name: WalkieSound
Structure:
string sound_name
bool global
bool held


ammo_radial_open

Note:

Name: ammo_radial_open
Structure:


ammo_radial_closed

Note:

Name: ammo_radial_closed
Structure:


keycode_enter

Note:

Name: keycode_enter
Structure:
short keypad_idx
string code
short player


state_change

Note:

Name: state_change
Structure:
short state
short game_type


zombie_spawning_enable

Note:

Name: zombie_spawning_enable
Structure:


zombie_spawning_disable

Note:

Name: zombie_spawning_disable
Structure:


new_wave

Note:

Name: new_wave
Structure:
bool resupply


wave_low_zombies

Note:

Name: wave_low_zombies
Structure:


wave_complete

Note:

Name: wave_complete
Structure:


wave_system_begin

Note:

Name: wave_system_begin
Structure:


wave_system_end

Note:

Name: wave_system_end
Structure:


objective_text_changed

Note:

Name: objective_text_changed
Structure:
string text


zombie_spawn_enabled

Note:

Name: zombie_spawn_enabled
Structure:
short id
bool enabled


zombie_spawn_updated

Note:

Name: zombie_spawn_updated
Structure:
short id


safe_zone_damage

Note:

Name: safe_zone_damage
Structure:
short index


safe_zone_heal

Note:

Name: safe_zone_heal
Structure:
short index
short amount
short health


safe_zone_deactivate

Note:

Name: safe_zone_deactivate
Structure:
short id
bool killed


tokens_changed

Note:

Name: tokens_changed
Structure:
short tokens


extraction_complete

Note:

Name: extraction_complete
Structure:


extraction_expire

Note:

Name: extraction_expire
Structure:


freeze_all_the_things

Note:

Name: freeze_all_the_things
Structure:
bool frozen


cure

Note:

Name: cure
Structure:
short player_id


map_complete

Note:

Name: map_complete
Structure:


extraction_begin

Note:

Name: extraction_begin
Structure:


player_extracted

Note:

Name: player_extracted
Structure:
short player_id


zombie_head_split

Note:

Name: zombie_head_split
Structure:
short player_id


arrow_stick

Note:

Name: arrow_stick
Structure:
short player_id
short victim_id


pills_taken

Note:

Name: pills_taken
Structure:
short player_id


vaccine_taken

Note:

Name: vaccine_taken
Structure:
short userid
bool infected
bool effect
float effect_duration


vaccine_effect_end

Note:

Name: vaccine_effect_end
Structure:
short userid


ammo_checked

Note:

Name: ammo_checked
Structure:
short player_id
short weapon_id


weapon_picked_up

Note:

Name: weapon_picked_up
Structure:
short player_id
short weapon_id


weapon_fired

Note:

Name: weapon_fired
Structure:
short player_id
short weapon_id


zombie_killed_by_fire

Note:

Name: zombie_killed_by_fire
Structure:
short igniter_id
short zombie_id


nmrih_round_begin

Note:

Name: nmrih_round_begin
Structure:


game_restarting

Note:

Name: game_restarting
Structure:


player_contemplate_suicide

Note:

Name: player_contemplate_suicide
Structure:
short player_id
bool contemplating


player_commit_suicide

Note:

Name: player_commit_suicide
Structure:
short player_id
bool infected
float mute_duration


zombie_shoved

Note:

Name: zombie_shoved
Structure:
short player_id
short zombie_id


token_earned

Note:

Name: token_earned
Structure:
short player_id
short tokens


weapon_reload

Note:

Name: weapon_reload
Structure:
short player_id
string weapon_classname


grab_end

Note:

Name: grab_end
Structure:
short player_index
short causer_index


base_player_teleported

Note:

Name: base_player_teleported
Structure:
short entindex


challenge_start

Note:

Name: challenge_start
Structure:
bool blitz
long blitz_endtick


challenge_end

Note:

Name: challenge_end
Structure:
long ticks
bool failed


challenge_checkpoint

Note:

Name: challenge_checkpoint
Structure:
long ticks
long blitz_timeradd


challenge_freeze

Note:

Name: challenge_freeze
Structure:
long curTicks
bool frozen
long restoredTick