Team Fortress 2 Events
Contents
- 1 intro_finish
- 2 intro_nextcamera
- 3 player_changeclass
- 4 player_death
- 5 object_destroyed
- 6 tf_map_time_remaining
- 7 tf_game_over
- 8 ctf_flag_captured
- 9 controlpoint_initialized
- 10 controlpoint_updateimages
- 11 controlpoint_updatelayout
- 12 controlpoint_updatecapping
- 13 controlpoint_updateowner
- 14 controlpoint_starttouch
- 15 controlpoint_endtouch
- 16 controlpoint_pulse_element
- 17 controlpoint_fake_capture
- 18 controlpoint_fake_capture_mult
- 19 teamplay_round_start
- 20 teamplay_round_active
- 21 teamplay_waiting_begins
- 22 teamplay_waiting_ends
- 23 teamplay_waiting_abouttoend
- 24 teamplay_restart_round
- 25 teamplay_ready_restart
- 26 teamplay_round_restart_seconds
- 27 teamplay_team_ready
- 28 teamplay_round_win
- 29 teamplay_update_timer
- 30 teamplay_round_stalemate
- 31 teamplay_overtime_begin
- 32 teamplay_overtime_end
- 33 teamplay_suddendeath_begin
- 34 teamplay_suddendeath_end
- 35 teamplay_game_over
- 36 teamplay_map_time_remaining
- 37 teamplay_broadcast_audio
- 38 teamplay_timer_flash
- 39 teamplay_time_time_added
- 40 teamplay_point_startcapture
- 41 teamplay_point_captured
- 42 teamplay_capture_blocked
- 43 teamplay_flag_event
- 44 teamplay_win_panel
- 45 teamplay_teambalanced_player
- 46 show_freezepanel
- 47 hide_freezepanel
- 48 freezecam_started
- 49 localplayer_changeteam
- 50 localplayer_changeclass
- 51 building_info_changed
- 52 localplayer_changedisguise
- 53 player_account_changed
- 54 spy_pda_reset
- 55 flagstatus_update
- 56 player_stats_updated
- 57 playing_commentary
- 58 player_chargedeployed
- 59 player_builtobject
- 60 achievement_earned
- 61 spec_target_updated
- 62 tournament_stateupdate
intro_finish
Note: None
Name: | intro_finish | |||
Structure: |
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intro_nextcamera
Note: None
Name: | intro_nextcamera | |||
Structure: |
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player_changeclass
Note: When a player changes their class
Name: | player_changeclass | ||||||
Structure: |
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player_death
Note: When a player dies
Name: | player_death | ||||||||||||||||||||||||||||||
Structure: |
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object_destroyed
Note: When a player destroys an object
Name: | object_destroyed | |||||||||||||||
Structure: |
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tf_map_time_remaining
Note: None
Name: | tf_map_time_remaining | |||
Structure: |
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tf_game_over
Note: When a tf game ends
Name: | tf_game_over | |||
Structure: |
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ctf_flag_captured
Note: When a flag is captured by a player
Name: | ctf_flag_captured | ||||||
Structure: |
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controlpoint_initialized
Note: When a player begins to capture a control point
Name: | controlpoint_initialized | |
Structure: |
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controlpoint_updateimages
Note: None
Name: | controlpoint_updateimages | |||
Structure: |
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controlpoint_updatelayout
Note: None
Name: | controlpoint_updatelayout | |||
Structure: |
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controlpoint_updatecapping
Note: None
Name: | controlpoint_updatecapping | |||
Structure: |
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controlpoint_updateowner
Note: None
Name: | controlpoint_updateowner | |||
Structure: |
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controlpoint_starttouch
Note: When a player enters a capture point zone
Name: | controlpoint_starttouch | ||||||
Structure: |
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controlpoint_endtouch
Note: When a player leaves a capture point zone
Name: | controlpoint_endtouch | ||||||
Structure: |
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controlpoint_pulse_element
Note: None
Name: | controlpoint_pulse_element | |||
Structure: |
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controlpoint_fake_capture
Note: None
Name: | controlpoint_fake_capture | ||||||
Structure: |
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controlpoint_fake_capture_mult
Note: None
Name: | controlpoint_fake_capture_mult | ||||||
Structure: |
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teamplay_round_start
Note: When a round restarts
Name: | teamplay_round_start | |||
Structure: |
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teamplay_round_active
Note: When the round is active and players can move
Name: | teamplay_ | |
Structure: |
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teamplay_waiting_begins
Note: When the "waiting for players" pre-round begins
Name: | teamplay_waiting_begins | |
Structure: |
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teamplay_waiting_ends
Note: When the "waiting for players" pre-round ends
Name: | teamplay_waiting_ends | |
Structure: |
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teamplay_waiting_abouttoend
Note: When the "waiting for players" pre-round is about to end
Name: | teamplay_waiting_abouttoend | |
Structure: |
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teamplay_restart_round
Note: When a round is restarted
Name: | teamplay_restart_round | |
Structure: |
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teamplay_ready_restart
Note: None
Name: | teamplay_ready_restart | |
Structure: |
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teamplay_round_restart_seconds
Note: None
Name: | teamplay_round_restart_seconds | |||
Structure: |
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teamplay_team_ready
Note: None
Name: | teamplay_team_ready | |||
Structure: |
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teamplay_round_win
Note: When a team wins a round
Name: | teamplay_round_win | |||||||||||||||||||||
Structure: |
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teamplay_update_timer
Note: None
Name: | teamplay_update_timer | |
Structure: |
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teamplay_round_stalemate
Note: When a game ends in a stalemate
Name: | teamplay_round_stalemate | |||
Structure: |
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teamplay_overtime_begin
Note: When an overtime round begins
Name: | teamplay_overtime_begin | |
Structure: |
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teamplay_overtime_end
Note: When an overtime round ends
Name: | teamplay_overtime_end | |
Structure: |
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teamplay_suddendeath_begin
Note: When a sudden death round begins
Name: | teamplay_suddendeath_begin | |
Structure: |
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teamplay_suddendeath_end
Note: When a sudden death round ends
Name: | teamplay_suddendeath_end | |
Structure: |
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teamplay_game_over
Note: When a teamplay game ends
Name: | teamplay_game_over | |||
Structure: |
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teamplay_map_time_remaining
Note: None
Name: | teamplay_map_time_remaining | |||
Structure: |
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teamplay_broadcast_audio
Note: {{{1}}}
Name: | teamplay_broadcast_audio | ||||||
Structure: |
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teamplay_timer_flash
Note: This event appears to never be used
Name: | teamplay_timer_flash | |||
Structure: |
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teamplay_time_time_added
Note: None
Name: | teamplay_time_time_added | ||||||
Structure: |
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teamplay_point_startcapture
Note: When a point is beginning to be captured
Name: | teamplay_point_startcapture | ||||||||||||
Structure: |
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teamplay_point_captured
Note: When a control point is captured by a team
Name: | teamplay_point_captured | ||||||||||||
Structure: |
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teamplay_capture_blocked
Note: When a player blocks the capture of a control point
Name: | teamplay_capture_blocked | |||||||||
Structure: |
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teamplay_flag_event
Note: None
Name: | teamplay_flag_event | ||||||
Structure: |
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teamplay_win_panel
Note: When the win-game panel is displayed
Name: | teamplay_win_panel | |||||||||||||||||||||||||||||||||||||||||||||||||||
Structure: |
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teamplay_teambalanced_player
Note: When a player is balanced to another team
Name: | teamplay_balanced_player | ||||||
Structure: |
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show_freezepanel
Note: When the death-snapshot panel is shown
Name: | show_freezepanel | |||
Structure: |
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hide_freezepanel
Note: When the death-snapshot panel is hidden
Name: | hide_freezepanel | |
Structure: |
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freezecam_started
Note: When a player enters the death-snapshot view
Name: | freezecam_started | |
Structure: |
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localplayer_changeteam
Note: When a LAN player changes team
Name: | localplayer_changeteam | |
Structure: |
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localplayer_changeclass
Note: When a LAN player changes class
Name: | localplayer_changeclass | |
Structure: |
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building_info_changed
Note: None
Name: | building_info_changed | ||||||
Structure: |
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localplayer_changedisguise
Note: Whena LAN player changes their disguise as a spy
Name: | localplayer_changedisguise | |||
Structure: |
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player_account_changed
Note: None
Name: | player_account_changed | ||||||
Structure: |
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spy_pda_reset
Note: None
Name: | spy_pda_reset | |
Structure: |
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flagstatus_update
Note: None
Name: | flagstatus_update | |
Structure: |
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player_stats_updated
Note: When a players stats are updated
Name: | player_stats_updated | |||
Structure: |
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playing_commentary
Note: When a commentary is being played
Name: | playing_commentary | |
Structure: |
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player_chargedeployed
Note: When an uber is deployed
Name: | player_chargedeployed | |||
Structure: |
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player_builtobject
Note: When a player builds an object
Name: | player_builtobject | ||||||
Structure: |
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achievement_earned
Note: When a player earns an achievement
Name: | |||||||
Structure: |
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spec_target_updated
Note: None
Name: | spec_target_updated | |
Structure: |
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tournament_stateupdate
Note: None
Name: | tournament_stateupdate | |
Structure: |
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