- Refer back to Game Events (Source) for more events.
player_feed
Note: Whenever the player feed is updated. This is also called whenever someone becomes infected by a player
Name:
|
player_feed
|
Structure:
|
short
|
userid
|
player who died or got infected
|
short
|
attacker
|
player who killed or caused the infection
|
short
|
assistant
|
player who assisted the attacker
|
string
|
weapon
|
name of the weapon
|
bool
|
headshot
|
true if player died from headshot
|
bool
|
death
|
true if the player died
|
short
|
dmgbits
|
damage type
|
|
player_spawn
Note: When a player spawns
Name:
|
player_spawn
|
Structure:
|
short
|
entindex
|
Entity index of the player that spawned
|
|
player_exploded
Note: When a player explodes
Name:
|
player_exploded
|
Structure:
|
float
|
x
|
X Position of the player
|
float
|
y
|
Y Position of the player
|
float
|
z
|
Z Position of the player
|
|
player_connected
Note: When a player joins the server
Name:
|
player_connected
|
Structure:
|
string
|
name
|
name of the player that connected
|
|
player_disconnected
Note: When a player leaves the server
Name:
|
player_disconnected
|
Structure:
|
string
|
name
|
name of the player that left
|
short
|
flag
|
{{{3}}}
|
short
|
userid
|
player who left
|
string
|
reason
|
reason why the player left
|
|
map_change
Note: Called when the map changes
Name:
|
map_change
|
Structure:
|
string
|
map
|
name of the map that is being switched to
|
|
clientsound
Note: Called when a specific sound is played. Eg. Round Start, Round End, Survivor Escapes etc.
Name:
|
clientsound
|
Structure:
|
string
|
sound
|
File path for the song, or the SoundScript
|
short
|
teamid
|
(optional) If specified, it will only send to clients within a specific team
|
|
clientsound_player
Note: Called when a specific sound to a player is played. Eg. Using an Inoculator, Flashlight, Panic etc.
Name:
|
clientsound_player
|
Structure:
|
short
|
entindex
|
Entity index concerned by this sound
|
string
|
sound
|
File path for the song, or the SoundScript
|
|
force_song
Note: Called when the logic_music entity changes the song
Name:
|
force_song
|
Structure:
|
string
|
song
|
File path for the song
|
string
|
title
|
Custom song title
|
|
armmodel_as
Note: Called when a new arm model is set from AngelScript
Name:
|
armmodel_as
|
Structure:
|
short
|
entindex
|
player who's arm model got changed
|
string
|
model
|
arm model that should be used
|
|
spawned_player
Note: Called when player has spawned
Name:
|
spawned_player
|
Structure:
|
string
|
name
|
name of the player that spawned
|
|
reset_arms
Note: Called when player has fully turned into a zombie
Name:
|
reset_arms
|
Structure:
|
short
|
entindex
|
Entindex of the player
|
bool
|
infected
|
Whether to use the infected model or not. Seems to be always true
|
|
discord_callstatusupdate
Note: Send an Update to Discord RPC
Name:
|
discord_callstatusupdate
|
Structure:
|
string
|
hostname
|
Server Hostname
|
string
|
gamemode
|
Gamemode
|
string
|
party_id
|
|
string
|
party_port
|
Server Port?
|
string
|
party_size
|
Player count currently playing
|
string
|
party_max
|
How many players can join
|
|
cleanupmap
Note: when the server calls CleanUpMap(), it will tell the client todo the same for temp and client sided entities
Name:
|
cleanupmap
|
Structure:
|
|
achievement_earned
Note: None
Name:
|
achievement_earned
|
Structure:
|
short
|
userid
|
player who earned the achievement
|
string
|
achid
|
achievement id
|
string
|
achtitle
|
title of the achievement
|
|
instructor_tutor
Note: Called from the instructor tutorial
Name:
|
instructor_tutor
|
Structure:
|
long
|
userid
|
{{{3}}}
|
long
|
entindex
|
{{{3}}}
|
string
|
strbind
|
{{{3}}}
|
string
|
strmsg
|
{{{3}}}
|
string
|
icon_onscreen
|
{{{3}}}
|
string
|
icon_offscreen
|
{{{3}}}
|
bool
|
nooffscreen
|
{{{3}}}
|
int
|
posx
|
{{{3}}}
|
int
|
posy
|
{{{3}}}
|
|
instructor_server_hint_create
Note: create a hint using data supplied entirely by the server/map. Intended for hints to smooth playtests before content is ready to make the hint unneccessary. NOT INTENDED AS A SHIPPABLE CRUTCH
Name:
|
instructor_server_hint_create
|
Structure:
|
string
|
hint_name
|
what to name the hint. For referencing it again later (e.g. a kill command for the hint instead of a timeout)
|
string
|
hint_replace_key
|
type name so that messages of the same type will replace each other
|
long
|
hint_target
|
entity id that the hint should display at
|
long
|
hint_instance
|
the hint instance
|
short
|
hint_activator_userid
|
userid id of the activator
|
short
|
hint_timeout
|
how long in seconds until the hint automatically times out, 0 means never
|
string
|
hint_icon_onscreen
|
the hint icon to use when the hint is onscreen. e.g. "icon_alert_red"
|
string
|
hint_icon_offscreen
|
the hint icon to use when the hint is offscreen. e.g. "icon_alert"
|
string
|
hint_caption
|
the hint caption. e.g. "#ThisIsDangerous"
|
string
|
hint_activator_caption
|
the hint caption that only the activator sees e.g. "#YouPushedItGood"
|
string
|
hint_color
|
the hint color in "r,g,b" format where each component is 0-255
|
float
|
hint_icon_offset
|
how far on the z axis to offset the hint from entity origin
|
float
|
hint_range
|
range before the hint is culled
|
long
|
hint_flags
|
hint flags
|
string
|
hint_binding
|
bindings to use when use_binding is the onscreen icon
|
bool
|
hint_allow_nodraw_target
|
if false, the hint will dissappear if the target entity is invisible
|
bool
|
hint_nooffscreen
|
if true, the hint will not show when outside the player view
|
bool
|
hint_forcecaption
|
if true, the hint caption will show even if the hint is occluded
|
bool
|
hint_local_player_only
|
if true, only the local player will see the hint
|
|
instructor_server_hint_stop
Note: destroys a server/map created hint
Name:
|
instructor_server_hint_stop
|
Structure:
|
string
|
hint_name
|
The hint to stop. Will stop ALL hints with this name
|
|
instructor_survivor_supply
Note: None
Name:
|
instructor_survivor_supply
|
Structure:
|
long
|
hint_player
|
entity id that the hint will display for
|
long
|
hint_target
|
entity id that the hint should display at
|
string
|
hint_caption
|
the hint caption. e.g. "#ThisIsDangerous"
|
|
endslate
Note: Called when the round ends
Name:
|
endslate
|
Structure:
|
string
|
win_text
|
Who won?
|
string
|
timespent
|
Time spent on the round
|
string
|
gamemode
|
Current Gamemode
|
string
|
map
|
Current Map (If official, it shows the title of the map)
|
|
vote_started
Note: Called when a vote has started
Name:
|
vote_started
|
Structure:
|
string
|
title
|
Title of the vote
|
string
|
desc
|
Description of the vote
|
string
|
arg
|
Argument(s) of the vote
|
short
|
maxargs
|
Amount of arguments for the vote
|
short
|
caller
|
player who started the vote
|
float
|
time
|
Duration of the vote?
|
float
|
time_real
|
Time when the vote started?
|
|
vote_update
Note: Called when a vote updates
Name:
|
vote_update
|
Structure:
|
string
|
title
|
Title of the vote
|
string
|
desc
|
Description of the vote
|
string
|
arg
|
Argument(s) of the vote
|
short
|
caller
|
player who started the vote
|
byte
|
result
|
|
byte
|
maxargs
|
|
byte
|
option0
|
|
byte
|
option1
|
|
byte
|
option2
|
|
byte
|
option3
|
|
byte
|
option4
|
|
byte
|
option5
|
|
|
vote_ended
Note: Called when a vote has ended
Name:
|
vote_ended
|
Structure:
|
string
|
arg
|
Argument(s) of the vote
|
string
|
endmsg
|
|
short
|
target
|
player who got targeted by the caller
|
short
|
caller
|
player who started the vote
|
short
|
state
|
|
short
|
result
|
|
|
badge_reward_announce
Note: Called when the player is notified about receiving a badge reward.
Name:
|
badge_reward_announce
|
Structure:
|
long
|
entindex
|
player who got the badge reward
|
string
|
name
|
Name of the badge reward
|
string
|
desc
|
Description of the badge reward
|
string
|
icon
|
Icon which is shown
|
long
|
reward
|
|
|