Counter-Strike: Source Events
- Refer back to Game Events (Source) for more events.
Contents
- 1 Counter-Strike: Source Events
- 1.1 player_death
- 1.2 player_hurt
- 1.3 bomb_beginplant
- 1.4 bomb_abortplant
- 1.5 bomb_plant
- 1.6 bomb_defused
- 1.7 bomb_exploded
- 1.8 bomb_dropped
- 1.9 bomb_pickup
- 1.10 bomb_begindefuse
- 1.11 bomb_abortdefuse
- 1.12 hostage_follows
- 1.13 hostage_hurt
- 1.14 hostage_killed
- 1.15 hostage_rescued
- 1.16 hostage_stops_following
- 1.17 hostage_rescued_all
- 1.18 hostage_call_for_help
- 1.19 vip_escaped
- 1.20 vip_killed
- 1.21 player_radio
- 1.22 bomb_beep
- 1.23 weapon_fire
- 1.24 weapon_fire_on_empty
- 1.25 weapon_reload
- 1.26 weapon_zoom
- 1.27 item_pickup
- 1.28 grenade_bounce
- 1.29 hegrenade_detonate
- 1.30 flashbang_detonate
- 1.31 smokegrenade_detonate
- 1.32 bullet_impact
- 1.33 player_footstep
- 1.34 player_jump
- 1.35 player_blind
- 1.36 player_falldamage
- 1.37 door_moving
- 1.38 round_freeze_end
- 1.39 nav_blocked
- 1.40 nav_generate
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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