Left 4 Dead Events

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Revision as of 10:35, 29 November 2008 by DJ Tsunami (talk | contribs)
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player_death

Note: None

Name: player_death
Structure:
short userid {{{3}}}
long entityid {{{3}}}
short attacker {{{3}}}
string attackername {{{3}}}
long attackerentid {{{3}}}
bool headshot {{{3}}}
boot attackerisbot {{{3}}}
string victimname {{{3}}}
bool victimisbot {{{3}}}
bool abort {{{3}}}
long type {{{3}}}
float victim_x {{{3}}}
float victim_y {{{3}}}
float victim_z {{{3}}}


player_hurt

Note: None

Name: player_hurt
Structure:
short userid {{{3}}}
short attacker {{{3}}}
long attackerentid {{{3}}}
short health {{{3}}}
byte armor {{{3}}}
string weapon {{{3}}}
short dmg_health {{{3}}}
byte dmg_armor {{{3}}}
byte hitgroup {{{3}}}
long type {{{3}}}


player_team

Note: When a player Changes Team

Name: player_team
Structure:
short userid {{{3}}}
byte team {{{3}}}
byte oldteam {{{3}}}
bool disconnect {{{3}}}
string name {{{3}}}
bool isbot {{{3}}}


player_bot_replace

Note: When a player replaces a bot

Name: player_bot_replace
Structure:
short player {{{3}}}
short bot {{{3}}}


bot_player_replace

Note: When a bot replaces a player

Name: bot_player_replace
Structure:
short bot {{{3}}}
short player {{{3}}}


player_afk

Note: When a bot replaces a player

Name: player_afk
Structure:
short player {{{3}}}


weapon_fire

Note: When a weapon is fired

Name: weapon_fire
Structure:
short userid {{{3}}}
string weapon {{{3}}}
short weaponid {{{3}}}
short count {{{3}}}



weapon_fire_on_empty

Note: When a weapon is fired while empty

Name: weapon_fire_on_empty
Structure:
short userid {{{3}}}
string weapon {{{3}}}
short count {{{3}}}


weapon_reload

Note: When a weapon is reloaded

Name: weapon_reload
Structure:
short userid {{{3}}}
bool manual {{{3}}}


weapon_zoom

Note: When a weapon is reloaded

Name: weapon_zoom
Structure:
short userid {{{3}}}


ability_use

Note: When an ability is used

Name: ability_use
Structure:
short userid {{{3}}}
string ability {{{3}}}
short context {{{3}}}


ammo_pickup

Note: When a player receives ammo

Name: ammo_pickup
Structure:
short userid {{{3}}}


item_pickup

Note: When a player receives an item

Name: item_pickup
Structure:
short userid {{{3}}}
string item {{{3}}}


grenade_bounce

Note: When a grenade bounces

Name: grenade_bounce
Structure:
short userid {{{3}}}


hegrenade_detonate

Note: When a grenade explodes

Name: hegrenade_detonate
Structure:
short userid {{{3}}}


bullet_impact

Note: When a bullet projectile impacts

Name: bullet_impact
Structure:
userid short {{{3}}}
float x {{{3}}}
float y {{{3}}}
float z {{{3}}}


player_footstep

Note: When a player makes a footstep

Name: player_footstep
Structure:
short userid {{{3}}}


player_jump

Note: When a player jumps

Name: player_jump
Structure:
short userid {{{3}}}


player_blind

Note: When a player is blinded

Name: player_blind
Structure:
short userid {{{3}}}


player_falldamage

Note: When a player receives fall damage

Name: player_falldamage
Structure:
short userid {{{3}}}
float damage {{{3}}}
short causer {{{3}}}


player_ledgegrab

Note: When a player grabs on a ledge

Name: player_ledgegrab
Structure:
short userid {{{3}}}
short causer {{{3}}}
bool has_upgrade {{{3}}}


player_ledgerelease

Note: When a player lets go of a ledge

Name: player_ledgerelease
Structure:
short userid {{{3}}}


door_moving

Note: When a door moves

Name: door_moving
Structure:
long entindex {{{3}}}
short userid {{{3}}}


door_open

Note: When a door is opened

Name: door_open
Structure:
short userid {{{3}}}
bool checkpoint {{{3}}}
bool closed {{{3}}}


door_close

Note: When a door is closed

Name: door_close
Structure:
short userid {{{3}}}
bool checkpoint {{{3}}}


door_unlocked

Note: When a door is unlocked

Name: door_unlocked
Structure:
short userid {{{3}}}
bool checkpoint {{{3}}}


rescue_door_open

Note: When a rescue door is opened

Name: rescue_door_open
Structure:
short userid {{{3}}}
long entindex {{{3}}}


waiting_checkpoint_door_used

Note: Someone tried to open a checkpoint door that is locked till everyone loads in

Name: waiting_checkpoint_door_used
Structure:
short userid {{{3}}}
long entindex {{{3}}}


waiting_door_used_versus

Note: Someone tried to open a checkpoint door that is locked till everyone loads in

Name: waiting_door_used_versus
Structure:
short userid {{{3}}}
long entindex {{{3}}}


waiting_checkpoint_button_used

Note: Someone tried to push a button that's locked until everyone is gathered

Name: waiting_checkpoint_button_used
Structure:
short userid {{{3}}}


success_checkpoint_button_used

Note: Someone pushed a button that's locked until everyone is gathered

Name: success_checkpoint_button_used
Structure:
short userid {{{3}}}


nav_blocked

Note: When Nav is blocked

Name: nav_blocked
Structure:
long area {{{3}}}
bool blocked {{{3}}}


round_end_message

Note: When a game round ends

Name: round_end_message
Structure:
byte winner {{{3}}}
byte reason {{{3}}}
string message {{{3}}}


vote_started

Note: When a ingame vote is created

Name: vote_started
Structure:
string issue {{{3}}}
string param1 {{{3}}}
byte team {{{3}}}
long initiator {{{3}}}


vote_changed

Note: When a ingame vote is changed

Name: vote_changed
Structure:
byte yesVotes {{{3}}}
bytes noVotes {{{3}}}
byte potentialVotes {{{3}}}


vote_passed

Note: When a ingame vote is passed

Name: vote_passed
Structure:
string details {{{3}}}
string param1 {{{3}}}
byte team {{{3}}}


vote_failed

Note: When a ingame vote failed

Name: vote_failed
Structure:
byte team {{{3}}}


vote_cast_yes

Note: When a player votes yes on ingame vote

Name: vote_cast_yes
Structure:
byte team {{{3}}}
long entityid {{{3}}}


vote_cast_no

Note: When a player votes no on ingame vote

Name: vote_cast_no
Structure:
byte team {{{3}}}
long entityid {{{3}}}


infected_hurt

Note: When an infected is hurt

Name: infected_hurt
Structure:
short attacker {{{3}}}
long entityid {{{3}}}
byte hitgroup {{{3}}}
short amount {{{3}}}
long type {{{3}}}


infected_death

Note: When an infected is killed

Name: attacker
Structure:
headshot bool {{{3}}}
minigun bool {{{3}}}
blast bool {{{3}}}


hostname_changed

Note: When the server hostname changes

Name: hostname
Structure:


difficulty_changed

Note: When the server difficulty changes

Name: newDifficulty
Structure:
oldDifficulty short {{{3}}}


finale_start

Note: When the campaign finale begins

Name: rushes
Structure:


finale_vehicle_leaving

Note: When the finale vehicle is leaving

Name: survivorcount
Structure:


finale_win

Note: When the finale in completed

Name: map_name
Structure:
difficulty short {{{3}}}


finale_radio_start

Note: When the radio is used to begin the finale

Name: health
Structure:


finale_radio_damaged

Note: When the finale radio is damaged

Name: health
Structure:


player_transistioned

Note: When a player finishes transistioning

Name: userid
Structure:


heal_begin

Note: When a survivors begins to heal

Name: userid
Structure:
subject short {{{3}}}


heal_success

Note: When a survivors completes a heal

Name: userid
Structure:
subject short {{{3}}}
health_restored short {{{3}}}


heal_end

Note: When a survivors ends a heal

Name: userid
Structure:
subject short {{{3}}}


heal_interrupted

Note: When a survivors ends a heal

Name: userid
Structure:
subject short {{{3}}}


give_weapon

Note: When a weapon is given to a survivor

Name: userid
Structure:
recipient short {{{3}}}
weapon short {{{3}}}


pills_used

Note: When a survivor uses pills

Name: userid
Structure:
subject short {{{3}}}


pills_used_fail

Note: When a survivor fails using pills

Name: userid
Structure:


revive_begin

Note: When a survivor begins to revive a fallen player

Name: userid
Structure:
subject short {{{3}}}


revive_success

Note: When a survivor revives a fallen player

Name: userid
Structure:
subject short {{{3}}}
lastlife bool {{{3}}}
ledge_hang bool {{{3}}}


revive_end

Note: When a survivor stops reviving a fallen player

Name: userid
Structure:
subject short {{{3}}}
ledge_hang bool {{{3}}}