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 Game Events
- 4 Dystopia Events
- 5 Pirates, Vikings, Knights II Events
- 6 SourceForts Events
- 7 Hidden: Source Events
- 8 Perfect Dark: Source
- 9 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
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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