Game Events (Source)
Contents
- 1 Generic Source Events
- 1.1 team_info
- 1.2 team_score
- 1.3 player_team
- 1.4 player_class
- 1.5 player_death
- 1.6 player_hurt
- 1.7 player_chat
- 1.8 player_score
- 1.9 player_spawn
- 1.10 player_shoot
- 1.11 player_use
- 1.12 player_changename
- 1.13 game_newmap
- 1.14 game_start
- 1.15 game_end
- 1.16 round_start
- 1.17 round_end
- 1.18 game_message
- 1.19 break_breakable
- 1.20 break_prop
- 2 Generic Source Server Events
- 3 Counter-Strike: Source Events
- 3.1 player_death
- 3.2 player_hurt
- 3.3 bomb_beginplant
- 3.4 bomb_abortplant
- 3.5 bomb_plant
- 3.6 bomb_defused
- 3.7 bomb_exploded
- 3.8 bomb_dropped
- 3.9 bomb_pickup
- 3.10 bomb_begindefuse
- 3.11 bomb_abortdefuse
- 3.12 hostage_follows
- 3.13 hostage_hurt
- 3.14 hostage_killed
- 3.15 hostage_rescued
- 3.16 hostage_stops_following
- 3.17 hostage_rescued_all
- 3.18 hostage_call_for_help
- 3.19 vip_escaped
- 3.20 vip_killed
- 3.21 player_radio
- 3.22 bomb_beep
- 3.23 weapon_fire
- 3.24 weapon_fire_on_empty
- 3.25 weapon_reload
- 3.26 weapon_zoom
- 3.27 item_pickup
- 3.28 grenade_bounce
- 3.29 hegrenade_detonate
- 3.30 flashbang_detonate
- 3.31 smokegrenade_detonate
- 3.32 bullet_impact
- 3.33 player_footstep
- 3.34 player_jump
- 3.35 player_blind
- 3.36 player_falldamage
- 3.37 door_moving
- 3.38 round_freeze_end
- 3.39 nav_blocked
- 3.40 nav_generate
- 4 Day of Defeat: Source Events
- 4.1 player_death
- 4.2 player_hurt
- 4.3 player_changeclass
- 4.4 dod_round_start
- 4.5 dod_round_active
- 4.6 dod_hint
- 4.7 dod_warmup_begins
- 4.8 dod_warmup_ends
- 4.9 dod_round_start
- 4.10 dod_restart_round
- 4.11 dod_ready_restart
- 4.12 dod_allies_ready
- 4.13 dod_axis_ready
- 4.14 dod_round_restart_seconds
- 4.15 dod_team_scores
- 4.16 dod_point_captured
- 4.17 dod_capture_blocked
- 4.18 dod_round_win
- 4.19 dod_tick_points
- 4.20 dod_game_over
- 4.21 dod_broadcast_audio
- 4.22 dod_stats_weapon_attack
- 4.23 dod_stats_player_damage
- 4.24 dod_stats_player_killed
- 4.25 dod_win_panel
- 4.26 dod_timer_time_added
- 4.27 dod_timer_flash
- 4.28 dod_map_time_remaining
- 4.29 dod_tnt_pickup
- 4.30 dod_bomb_planted
- 4.31 dod_bomb_exploded
- 4.32 dod_bomb_defused
- 4.33 dod_kill_planter
- 4.34 dod_kill_defuser
- 5 Dystopia Events
- 6 Pirates, Vikings, Knights II Events
- 7 SourceForts Events
- 8 Hidden: Source Events
- 9 Perfect Dark: Source
- 10 Iron Grip Events
Generic Source Events
team_info
Note: Info about team
Name: | team_info | ||||||
Structure: |
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team_score
Note: Team score changed
Name: | team_info | ||||||
Structure: |
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player_team
Note: Player change his team
Name: | player_team | ||||||||||||
Structure: |
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player_class
Note: A player changed his class
Name: | player_class | ||||||
Structure: |
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player_death
Note: A game event, name may be 32 charaters long
Name: | player_death | ||||||
Structure: |
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player_hurt
Note: A player was hurt
Name: | player_hurt | |||||||||
Structure: |
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player_chat
Note: A public player chat
Name: | player_chat | |||||||||
Structure: |
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player_score
Note: Players scores changed
Name: | player_score | ||||||||||||
Structure: |
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player_spawn
Note: player spawned in game
Name: | player_spawn | |||
Structure: |
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player_shoot
Note: Player shoot his weapon
Name: | player_shoot | |||||||||
Structure: |
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player_use
Note: When a player uses an option
Name: | player_use | ||||||
Structure: |
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player_changename
Note: Player changed name
Name: | player_changename | |||||||||
Structure: |
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game_newmap
Note: Send when new map is completely loaded
Name: | game_newmap | |||
Structure: |
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game_start
Note: A new game starts
Name: | game_start | ||||||||||||
Structure: |
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game_end
Note: A game ended
Name: | game_end | |||
Structure: |
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round_start
Note: The round started
Name: | player_changename | |||||||||
Structure: |
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round_end
Note: The round ended
Name: | round_end | |||||||||
Structure: |
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game_message
Note: A game message
Name: | game_message | ||||||
Structure: |
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break_breakable
Note: A breakable (func_break) is broken.
Name: | break_breakable | |||||||||
Structure: |
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break_prop
Note: A breakable prop is broken.
Name: | break_prop | ||||||
Structure: |
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Generic Source Server Events
server_spawn
Note: Send once a server starts
Name: | server_start | |||||||||||||||||||||||||||
Structure: |
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server_shutdown
Note: Server shut down
Name: | server_shutdown | |||
Structure: |
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server_cvar
Note: A server console var has changed
Name: | server_cvar | ||||||
Structure: |
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server_msg
Note: A generic server message
Name: | server_message | |||
Structure: |
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server_addban
Note: When the server has a ban added
Name: | server_addban | |||||||||||||||||||||
Structure: |
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server_removeban
Note: When the server has a ban removed
Name: | server_removeban | |||||||||
Structure: |
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player_connect
Note: A new player connected
Name: | player_connect | |||||||||||||||
Structure: |
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player_info
Note: A player changed his name
Name: | player_info | |||||||||||||||
Structure: |
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player_disconnect
Note: A client was disconnected
Name: | player_disconnect | ||||||||||||
Structure: |
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player_activate
Note: A client has entered the game (connected and loaded)
Name: | player_activate | |||
Structure: |
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player_say
Note: When a client sends a message in chat
Name: | player_say | ||||||
Structure: |
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Game Events
These are all the games that the Source engine covers.
- Counter-Strike: Source Events
- Day of Defeat: Source Events
- Dystopia Events
- Pirates, Vikings, Knights II Events
- SourceForts Events
- Hidden: Source Events
- Perfect Dark: Source
- Perfect Dark: Source
Counter-Strike: Source Events
player_death
Note: When a client dies
Name: | player_death | ||||||||||||
Structure: |
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player_hurt
Note: When a client is damaged
Name: | player_hurt | ||||||||||||||||||||||||
Structure: |
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bomb_beginplant
Note: When the bomb is starting to get planted
Name: | bomb_beginplant | ||||||
Structure: |
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bomb_abortplant
Note: When the bomb planter stops planting the bomb
Name: | bomb_abortplant | ||||||
Structure: |
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bomb_plant
Note: When the bomb has been planted
Name: | bomb_planted | ||||||||||||
Structure: |
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bomb_defused
Note: When the bomb has been defused
Name: | bomb_defused | ||||||
Structure: |
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bomb_exploded
Note: When the bomb explodes
Name: | bomb_exploded | ||||||
Structure: |
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bomb_dropped
Note: When the bomb is dropped by a client
Name: | bomb_dropped | |||
Structure: |
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bomb_pickup
Note: When the bomb is picked up by a client
Name: | bomb_pickup | |||
Structure: |
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bomb_begindefuse
Note: When the bomb is started to be defused
Name: | bomb_begindefuse | ||||||
Structure: |
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bomb_abortdefuse
Note: When the bomb defusal is stopped
Name: | bomb_abortdefuse | |||
Structure: |
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hostage_follows
Note: When the hostage begins following a client
Name: | hostage_follows | ||||||
Structure: |
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hostage_hurt
Note: When a hostage is damaged
Name: | hostage_hurt | ||||||
Structure: |
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hostage_killed
Note: When a hostage is killed
Name: | hostage_killed | ||||||
Structure: |
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hostage_rescued
Note: When a hostage is rescued
Name: | hostage_rescued | |||||||||
Structure: |
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hostage_stops_following
Note: When a hostage stops following a client
Name: | hostage_stops_following | ||||||
Structure: |
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hostage_rescued_all
Note: When all the hostages are rescued
Name: | hostage_rescued_all | |||
Structure: |
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hostage_call_for_help
Note: When the hostage calls for help
Name: | hostage_call_for_help | |||
Structure: |
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vip_escaped
Note: When the VIP escapes
Name: | vip_escaped | |||
Structure: |
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vip_killed
Note: When the VIP is killed
Name: | vip_killed | ||||||
Structure: |
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player_radio
Note: When the player uses radio commands
Name: | player_radio | ||||||
Structure: |
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bomb_beep
Note: Every time the bomb beep sound happens
Name: | bomb_beep | |||
Structure: |
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weapon_fire
Note: Every time a client fires their weapon
Name: | weapon_fire | ||||||
Structure: |
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weapon_fire_on_empty
Note: Every time a client fires their weapon and it's empty
Name: | weapon_fire_on_empty | ||||||
Structure: |
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weapon_reload
Note: Every time a client reloads their weapon
Name: | weapon_reload | |||
Structure: |
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weapon_zoom
Note: Every time a client zooms a scoped weapon
Name: | weapon_zoom | |||
Structure: |
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item_pickup
Note: Every time an item is picked up (generally weapons)
Name: | item_pickup | ||||||
Structure: |
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grenade_bounce
Note: Every time a grenade bounces
Name: | grenade_bounce | |||
Structure: |
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hegrenade_detonate
Note: Every time a hegrenade explodes
Name: | hegrenade_detonate | |||
Structure: |
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flashbang_detonate
Note: Every time a flashbang detonates
Name: | flashbang_detonate | |||
Structure: |
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smokegrenade_detonate
Note: Every time a smokegrenade detonates
Name: | flashbang_detonate | |||
Structure: |
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bullet_impact
Note: Every time a bullet hits something
Name: | bullet_impact | ||||||||||||
Structure: |
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player_footstep
Note: Every time a player takes a step
Name: | player_footstep | |||
Structure: |
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player_jump
Note: Every time a player jumps
Name: | player_jump | |||
Structure: |
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player_blind
Note: Every time a player is blinded by a flashbang
Name: | player_blind | |||
Structure: |
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player_falldamage
Note: Every time a player takes damage due to a fall
Name: | player_falldamage | ||||||
Structure: |
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door_moving
Note: Every time a door is put in motion (opened)
Name: | door_moving | ||||||
Structure: |
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round_freeze_end
Note: When the round's mp_freezetime is up
Name: | round_freeze_end | |||
Structure: |
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Note: Guess: Called when an area is blocked by the nav of a map
Name: | nav_blocked | ||||||
Structure: |
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Note: Called when a nav file does not exist for a map and bots are added
Name: | nav_generate | |||
Structure: |
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Day of Defeat: Source Events
player_death
Note: When a player dies
Name: | player_death | |||||||||
Structure: |
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player_hurt
Note: When a player is damaged
Name: | player_hurt | ||||||||||||||||||
Structure: |
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player_changeclass
Note: When a player changes to a different class
Name: | player_changeclass | ||||||
Structure: |
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dod_round_start
Note: When the round starts
Name: | dod_round_start | |
Structure: |
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dod_round_active
Note: When the round becomes active after the "frozen" time
Name: | dod_round_active | |||
Structure: |
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dod_hint
Note: When a hint occurs
Name: | dod_hint | |||
Structure: |
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dod_warmup_begins
Note: When warmup begins
Name: | dod_warmup_begins | |||
Structure: |
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dod_warmup_ends
Note: When warmup ends
Name: | dod_warmup_ends | |||
Structure: |
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dod_round_start
Note: When round starts
Name: | dod_round_start | |||
Structure: |
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dod_restart_round
Note: When round restarts
Name: | dod_restart_round | |||
Structure: |
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dod_ready_restart
Note: When the ready players trigger restart
Name: | dod_ready_restart | |||
Structure: |
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dod_allies_ready
Note: When allies are ready
Name: | dod_allies_ready | |||
Structure: |
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dod_axis_ready
Note: When axis are ready
Name: | dod_axis_ready | |||
Structure: |
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dod_round_restart_seconds
Note: When round restart is set
Name: | dod_round_restart_seconds | |||
Structure: |
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dod_team_scores
Note: When a team scores (wins)
Name: | dod_team_scores | ||||||||||||||||||
Structure: |
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dod_point_captured
Note: When a flag/point is captured
Name: | dod_point_captured | ||||||||||||
Structure: |
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dod_capture_blocked
Note: When a capture is blocked
Name: | dod_capture_blocked | |||||||||
Structure: |
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dod_round_win
Note: When a round is won
Name: | dod_round_win | |||
Structure: |
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dod_tick_points
Note: Unknown
Name: | dod_tick_points | |||||||||
Structure: |
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dod_game_over
Note: When the map ends
Name: | dod_game_over | |||
Structure: |
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dod_broadcast_audio
Note: When audio is broadcasted
Name: | dod_broadcast_audio | |||
Structure: |
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dod_stats_weapon_attack
Note: When a player attacks with a weapon
Name: | dod_stats_weapon_attack | ||||||
Structure: |
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dod_stats_player_damage
Note: When a player damages another
Name: | dod_stats_player_damage | |||||||||||||||||||||
Structure: |
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dod_stats_player_killed
Note: When a player kills another
Name: | dod_stats_player_killed | |||||||||
Structure: |
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dod_win_panel
Note: When the scoreboard is shown after map end
Name: | dod_win_panel | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Structure: |
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dod_timer_time_added
Note: When time is added (in bombing maps)
Name: | dod_timer_time_added | |||
Structure: |
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dod_timer_flash
Note: Unknown
Name: | dod_timer_flash | |||
Structure: |
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dod_map_time_remaining
Note: Time remaining on map
Name: | dod_map_time_remaining | |||
Structure: |
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dod_tnt_pickup
Note: When TNT is picked up
Name: | dod_tnt_pickup | |
Structure: |
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dod_bomb_planted
Note: When TNT is placed on an objective
Name: | dod_bomb_planted | ||||||||||||
Structure: |
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dod_bomb_exploded
Note: When TNT explodes
Name: | dod_bomb_exploded | |||||||||
Structure: |
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dod_bomb_defused
Note: When TNT is defused
Name: | dod_bomb_defused | ||||||||||||
Structure: |
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dod_kill_planter
Note: When the planter of TNT is killed
Name: | dod_kill_planter | ||||||
Structure: |
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dod_kill_defuser
Note: When the defuser of TNT is killed
Name: | dod_kill_defuser | ||||||
Structure: |
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Dystopia Events
player_death
Note: Player is killed in "real world"
Name: | player_death | |||||||||||||||
Structure: |
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cyber_frag
Note: Player is killed while "hacking"
Name: | cyber_frag | ||||||
Structure: |
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player_class
Note: When a player selects class
Name: | player_class | ||||||
Structure: |
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objective
Note: When an objective is reached
Name: | objective | ||||||
Structure: |
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round_restart
Note: When round restarts
Name: | round_restart | ||||||
Structure: |
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dys_changemap
Note: When map changes
Name: | dys_changemap | |||
Structure: |
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dys_points
Note: When points are changed
Name: | dys_points | |||||||||
Structure: |
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dys_weapon_stats
Note: When stats are logged for weapons
Name: | dys_weapon_stats | ||||||||||||||||||||||||||||||||||||
Structure: |
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dys_implant_stats
Note: When stats are logged for implants
Name: | dys_implant_stats | ||||||||||||
Structure: |
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dys_scoring_stats
Note: When stats are stored for scores
Name: | dys_scoring_stats | |||||||||
Structure: |
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Pirates, Vikings, Knights II Events
player_death
Note: When player dies
Name: | player_death | |||||||||
Structure: |
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round_end
Note: When round ends
Name: | round_end | |||
Structure: |
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SourceForts Events
player_death
Note: When a player dies
Name: | player_death | |||||||||
Structure: |
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block_frozen
Note: When a building block becomes frozen
Name: | block_frozen | ||||||
Structure: |
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block_unfrozen
Note: When a building block becomes unfrozen
Name: | block_unfrozen | ||||||
Structure: |
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phase_switch
Note: When the phase switches from build to play
Name: | phase_switch | ||||||||||||
Structure: |
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player_grab
Note: When a player grabs the flag
Name: | player_grab | ||||||
Structure: |
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player_drop
Note: When a player drops the flag
Name: | player_drop | ||||||
Structure: |
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player_score
Note: When a player captures a flag
Name: | player_score | ||||||
Structure: |
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flag_return
Note: When flag is returned to original base
Name: | flag_return | ||||||
Structure: |
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Hidden: Source Events
player_death
Note: When a player dies
Name: | player_death | ||||||||||||
Structure: |
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player_hurt
Note: When a player is hurt
Name: | player_hurt | ||||||||||||
Structure: |
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alarm_trigger
Note: When an alarm is triggered
Name: | alarm_trigger | |||||||||
Structure: |
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material_check
Note: When the player's materials are checked
Name: | material_check | ||||||
Structure: |
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extraction_start
Note: When the extraction starts
Name: | extraction_start | |||
Structure: |
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extraction_stop
Note: When the extraction stops
Name: | extraction_stop | |
Structure: |
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player_location
Note: When the player location changes
Name: | player_location | ||||||
Structure: |
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iris_radio
Note: When iris_radio is used
Name: | iris_radio | ||||||
Structure: |
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game_round_restart
Note: When the round restarts
Name: | game_round_restart | |
Structure: |
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game_round_end
Note: When the round ends
Name: | game_round_end | |
Structure: |
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game_round_start
Note: When the round starts
Name: | game_round_start | |
Structure: |
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Perfect Dark: Source
player_death
Note: When a player dies
Name: | player_death | ||||||||||||||||||
Structure: |
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koth_hill_activated
Note: When koth_hill is activated
Name: | koth_hill_activated | ||||||||||||
Structure: |
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koth_hill_deactivated
Note: When koth_hill is deactivated
Name: | koth_hill_deactivated | |||
Structure: |
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koth_hill_taken
Note: When koth_hill is taken
Name: | koth_hill_taken | |||||||||
Structure: |
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koth_hill_close_to_capture
Note: When koth_hill is near capture
Name: | koth_hill_close_to_capture | |||
Structure: |
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koth_hill_captured
Note: When koth_hill is captured
Name: | koth_hill_captured | |
Structure: |
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koth_hill_lost
Note: When koth_hill is lost
Name: | koth_hill_lost | |||
Structure: |
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popacap_close_to_point
Note: Unknown
Name: | popacap_close_to_point | |||
Structure: |
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ctb_spawn_activated
Note: Unknown
Name: | ctb_spawn_activated | |||||||||||||||
Structure: |
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ctb_spawn_deactivated
Note: Uknown
Name: | ctb_spawn_deactivated | |||
Structure: |
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weapon_set
Note: When a player's weapon is set
Name: | weapon_set | ||||||
Structure: |
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Iron Grip Events
player_death
Note:
Name: | player_death | ||||||||||||
Structure: |
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