Nuclear Dawn Events
- Refer back to Game Events (Source) for more events.
Contents
- 1 player_death
- 2 player_changeclass
- 3 spec_target_updated
- 4 achievement_earned
- 5 player_spawned_at_tgate
- 6 structure_death
- 7 structure_damage_sparse
- 8 structure_sold
- 9 structure_fully_auto_repaired
- 10 structure_fully_man_repaired
- 11 structure_built
- 12 structure_power_outage
- 13 resource_start_capture
- 14 resource_end_capture
- 15 resource_break_capture
- 16 resource_extract
- 17 resource_captured
- 18 power_requested
- 19 power_removed
- 20 power_updated
- 21 enter_pregame
- 22 blueprint_update
- 23 enter_vehicle
- 24 exit_vehicle
- 25 show_freezepanel
- 26 hide_freezepanel
- 27 freezecam_started
- 28 spawn_map_changed
- 29 weapon_reload
- 30 weapon_fire_at_40
- 31 entity_visible
- 32 player_left_bunker_building
- 33 player_entered_bunker_building
- 34 player_entered_commander_mode
- 35 player_enter_commander_mode_failed
- 36 player_left_commander_mode
- 37 player_restocked_from_supply_struct
- 38 player_opened_armoury_menu
- 39 commander_move_2d
- 40 commander_move_z
- 41 commander_minimap_move
- 42 player_entered_tgate
- 43 player_exited_tgate
- 44 commander_left_valid_area
- 45 commander_entered_valid_area
- 46 round_win
- 47 transport_gate_created
- 48 last_tgate_destroyed
- 49 player_stats_updated
- 50 failed_to_build
- 51 commander_hint_closed
- 52 commander_selected_structure
- 53 commander_flash_assembler_start
- 54 commander_flash_assembler_stop
- 55 commander_start_build_mode
- 56 commander_flash_supply_icon_start
- 57 commander_flash_supply_icon_stop
- 58 commander_start_structure_build
- 59 promoted_to_commander
- 60 timeleft_10m
- 61 timeleft_5m
- 62 timeleft_1m
- 63 timeleft_30s
- 64 timeleft_10s
- 65 timeleft_5s
- 66 ach_hospital_duty_progress
- 67 ach_high_maintenance_progress
player_death
Note:
Name: | player_death | |||||||||||||||||||||
Structure: |
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player_changeclass
Note: Called when a player changes class
Name: | player_changeclass | |||||||||
Structure: |
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spec_target_updated
Note:
Name: | spec_target_updated | |||
Structure: |
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achievement_earned
Note:
Name: | achievement_earned | ||||||
Structure: |
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player_spawned_at_tgate
Note:
Name: | player_spawned_at_tgate | |||
Structure: |
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structure_death
Note: fired when we sell a structure
Name: | structure_death | ||||||||||||
Structure: |
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structure_damage_sparse
Note: is only fired for every 100hp taken. no spamz here
Name: | structure_damage_sparse | |||||||||
Structure: |
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structure_sold
Note: fired when we sell a structure
Name: | structure_sold | ||||||
Structure: |
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structure_fully_auto_repaired
Note: fired when a damaged structure gets healed to 100% hp using auto repair
Name: | structure_fully_auto_repaired | |||||||||
Structure: |
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structure_fully_man_repaired
Note: fired when a damaged structure gets healed to 100% hp by supports
Name: | structure_fully_man_repaired | |||||||||
Structure: |
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structure_built
Note: structure fully built. fired client-side. commander only. same team.
Name: | structure_built | |||
Structure: |
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structure_power_outage
Note: structure out of power. fired client-side. commander only. same team.
Name: | structure_power_outage | |||
Structure: |
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resource_start_capture
Note: Used to show the capture hud panel
Name: | resource_start_capture | |||||||||||||||
Structure: |
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resource_end_capture
Note: Used to hide the capture hud panel
Name: | resource_end_capture | ||||||
Structure: |
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resource_break_capture
Note:
Name: | resource_break_capture | ||||||
Structure: |
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resource_extract
Note: Resource point has extracted some resources
Name: | resource_extract | ||||||
Structure: |
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resource_captured
Note: When a resource point gets fully captured by a team
Name: | resource_captured | |||||||||
Structure: |
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power_requested
Note: An entity is requesting a power connection
Name: | power_requested | ||||||
Structure: |
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power_removed
Note: An entity is requesting a power connection
Name: | power_removed | ||||||
Structure: |
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power_updated
Note: When the power nexus gets updated
Name: | power_updated | |||
Structure: |
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enter_pregame
Note:
Name: | enter_pregame | |||
Structure: |
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blueprint_update
Note:
Name: | blueprint_update | |||||||||
Structure: |
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enter_vehicle
Note:
Name: | enter_vehicle | |||||||||
Structure: |
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exit_vehicle
Note:
Name: | exit_vehicle | |||||||||
Structure: |
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show_freezepanel
Note:
Name: | show_freezepanel | |||
Structure: |
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hide_freezepanel
Note:
Name: | hide_freezepanel | |||
Structure: |
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freezecam_started
Note:
Name: | freezecam_started | |||
Structure: |
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spawn_map_changed
Note: Called when a tgate is built, removed, or power state changes
Name: | spawn_map_changed | |||
Structure: |
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weapon_reload
Note:
Name: | weapon_reload | ||||||
Structure: |
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weapon_fire_at_40
Note:
Name: | weapon_fire_at_40 | ||||||||||||
Structure: |
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entity_visible
Note:
Name: | entity_visible | ||||||||||||
Structure: |
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player_left_bunker_building
Note:
Name: | player_left_bunker_building | ||||||
Structure: |
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player_entered_bunker_building
Note:
Name: | player_entered_bunker_building | ||||||
Structure: |
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player_entered_commander_mode
Note:
Name: | player_entered_commander_mode | |||
Structure: |
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player_enter_commander_mode_failed
Note:
Name: | player_enter_commander_mode_failed | |||
Structure: |
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player_left_commander_mode
Note:
Name: | player_left_commander_mode | |||
Structure: |
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player_restocked_from_supply_struct
Note:
Name: | player_restocked_from_supply_struct | ||||||
Structure: |
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Note:
Name: | player_opened_armoury_menu | |||
Structure: |
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commander_move_2d
Note:
Name: | commander_move_2d | ||||||
Structure: |
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commander_move_z
Note:
Name: | commander_move_z | ||||||
Structure: |
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commander_minimap_move
Note:
Name: | commander_minimap_move | ||||||
Structure: |
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player_entered_tgate
Note:
Name: | player_entered_tgate | ||||||
Structure: |
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player_exited_tgate
Note:
Name: | player_exited_tgate | ||||||
Structure: |
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commander_left_valid_area
Note:
Name: | commander_left_valid_area | |||
Structure: |
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commander_entered_valid_area
Note:
Name: | commander_entered_valid_area | |||
Structure: |
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round_win
Note:
Name: | round_win | ||||||
Structure: |
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transport_gate_created
Note:
Name: | transport_gate_created | ||||||
Structure: |
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last_tgate_destroyed
Note:
Name: | last_tgate_destroyed | |||
Structure: |
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player_stats_updated
Note:
Name: | player_stats_updated | |||
Structure: |
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failed_to_build
Note:
Name: | failed_to_build | |||||||||
Structure: |
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commander_hint_closed
Note: The local commander closed a hint (used to re-evaluate tiered hints)
Name: | commander_hint_closed | |||
Structure: |
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commander_selected_structure
Note: The local commander selected a structure
Name: | commander_selected_structure | |||||||||
Structure: |
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commander_flash_assembler_start
Note: Causes the assembler to flash
Name: | commander_flash_assembler_start | |||
Structure: |
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commander_flash_assembler_stop
Note: Causes the assembler to stop flashing
Name: | commander_flash_assembler_stop | |||
Structure: |
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commander_start_build_mode
Note: Local commander is in structure placement mode
Name: | commander_start_build_mode | ||||||
Structure: |
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commander_flash_supply_icon_start
Note: Start flashing the supply station build icon
Name: | commander_flash_supply_icon_start | |||
Structure: |
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commander_flash_supply_icon_stop
Note: Stop flashing the supply station build icon
Name: | commander_flash_supply_icon_stop | |||
Structure: |
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commander_start_structure_build
Note: Start a structure building
Name: | commander_start_structure_build | ||||||
Structure: |
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promoted_to_commander
Note:
Name: | promoted_to_commander | ||||||
Structure: |
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timeleft_10m
Note: 10 minutes left of the round
Name: | timeleft_10m | |||
Structure: |
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timeleft_5m
Note: 5 minutes left of the round
Name: | timeleft_5m | |||
Structure: |
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timeleft_1m
Note: 1 minute left of the round
Name: | timeleft_1m | |||
Structure: |
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timeleft_30s
Note: 30 seconds left of the round
Name: | timeleft_30s | |||
Structure: |
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timeleft_10s
Note: 10 seconds left of the round
Name: | timeleft_10s | |||
Structure: |
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timeleft_5s
Note: 5 seconds left of the round
Name: | timeleft_5s | |||
Structure: |
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ach_hospital_duty_progress
Note: progress towards hospital duty achievement. fired client-side. commander only. same team.
Name: | ach_hospital_duty_progress | |||
Structure: |
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ach_high_maintenance_progress
Note: progress towards high maintenance achievement. fired client-side. commander only. same team.
Name: | ach_high_maintenance_progress | |||
Structure: |
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