Difference between revisions of "Counter-Strike: Source Events"

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Revision as of 10:39, 15 August 2011

Refer back to Game Events (Source) for more events.

All cstrike mod events can be found in cstrike\resource\modevents.res


player_death

Note: When a client dies

Name: player_death
Structure:
short userid user ID who died
short attacker user ID who killed
string weapon weapon name killer used
bool headshot singals a headshot
short dominated did killer dominate victim with this kill
short revenge did killer get revenge on victim with this kill


player_hurt

Note: When a client is damaged

Name: player_hurt
Structure:
short userid user ID who was hurt
short attacker user ID who attacked
byte health remaining health points
byte armor remaining armor points
string weapon weapon name attacker used, if not the world
byte dmg_health damage done to health
byte dmg_armor damage done to armor
byte hitgroup hitgroup that was damaged


bomb_beginplant

Note: When the bomb is starting to get planted

Name: bomb_beginplant
Structure:
short userid player who is planting the bomb
short site bombsite index


bomb_abortplant

Note: When the bomb planter stops planting the bomb

Name: bomb_abortplant
Structure:
short userid player who is planting the bomb
short site bombsite index


bomb_planted

Note: When the bomb has been planted

Name: bomb_planted
Structure:
short userid player who planted the bomb
short site bombsite index
short posx position x
short posy position y


bomb_defused

Note: When the bomb has been defused

Name: bomb_defused
Structure:
short userid player who defused the bomb
short site bombsite index


bomb_exploded

Note: When the bomb explodes

Name: bomb_exploded
Structure:
short userid player who planted the bomb
short site bombsite index


bomb_dropped

Note: When the bomb is dropped by a client

Name: bomb_dropped
Structure:
short userid player who dropped the bomb


bomb_pickup

Note: When the bomb is picked up by a client

Name: bomb_pickup
Structure:
short userid player who picked up the bomb


bomb_begindefuse

Note: When the bomb is started to be defused

Name: bomb_begindefuse
Structure:
short userid player who is defusing
bool haskit


bomb_abortdefuse

Note: When the bomb defusal is stopped

Name: bomb_abortdefuse
Structure:
short userid player who was defusing


hostage_follows

Note: When the hostage begins following a client

Name: hostage_follows
Structure:
short userid player who touched the hostage
short hostage hostage entity index


hostage_hurt

Note: When a hostage is damaged

Name: hostage_hurt
Structure:
short userid player who hurt the hostage
short hostage hostage entity index


hostage_killed

Note: When a hostage is killed

Name: hostage_killed
Structure:
short userid player who killed the hostage
short hostage hostage entity index


hostage_rescued

Note: When a hostage is rescued

Name: hostage_rescued
Structure:
short userid player who rescued the hostage
short hostage hostage entity index
short site rescue site index


hostage_stops_following

Note: When a hostage stops following a client

Name: hostage_stops_following
Structure:
short userid player who rescued the hostage
short hostage hostage entity index


hostage_rescued_all

Note: When all the hostages are rescued

Name: hostage_rescued_all
Structure:
none none


hostage_call_for_help

Note: When the hostage calls for help

Name: hostage_call_for_help
Structure:
short hostage hostage entity index


vip_escaped

Note: When the VIP escapes

Name: vip_escaped
Structure:
short userid player who was the VIP


vip_killed

Note: When the VIP is killed

Name: vip_killed
Structure:
short userid player who was the VIP
short attacker user ID who killed the VIP


player_radio

Note: When the player uses radio commands

Name: player_radio
Structure:
short userid
short slot


bomb_beep

Note: Every time the bomb beep sound happens

Name: bomb_beep
Structure:
long entindex c4 entity


weapon_fire

Note: Every time a client fires their weapon

Name: weapon_fire
Structure:
short userid
string weapon weapon name used


weapon_fire_on_empty

Note: Every time a client fires their weapon and it's empty

Name: weapon_fire_on_empty
Structure:
short userid
string weapon weapon name used


weapon_reload

Note: Every time a client reloads their weapon

Name: weapon_reload
Structure:
short userid


weapon_zoom

Note: Every time a client zooms a scoped weapon

Name: weapon_zoom
Structure:
short userid


item_pickup

Note: Every time an item is picked up (generally weapons)

Name: item_pickup
Structure:
short userid
string item either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'


grenade_bounce

Note: Every time a grenade bounces

Name: grenade_bounce
Structure:
short userid


hegrenade_detonate

Note: Every time a hegrenade explodes

Name: hegrenade_detonate
Structure:
short userid
float x
float y
float z


flashbang_detonate

Note: Every time a flashbang detonates

Name: flashbang_detonate
Structure:
short userid
float x
float y
float z


smokegrenade_detonate

Note: Every time a smokegrenade detonates

Name: smokegrenade_detonate
Structure:
short userid
float x
float y
float z


bullet_impact

Note: Every time a bullet hits something

Name: bullet_impact
Structure:
short userid
float x
float y
float z


player_footstep

Note: Every time a player takes a step

Name: player_footstep
Structure:
short userid


player_jump

Note: Every time a player jumps

Name: player_jump
Structure:
short userid


player_blind

Note: Every time a player is blinded by a flashbang

Name: player_blind
Structure:
short userid


player_falldamage

Note: Every time a player takes damage due to a fall

Name: player_falldamage
Structure:
short userid
float damage


door_moving

Note: Every time a door is put in motion (opened)

Name: door_moving
Structure:
long entindex
short userid


round_freeze_end

Note: When the round's mp_freezetime is up

Name: round_freeze_end
Structure:
none none


nav_blocked

Note: Guess: Called when an area is blocked by the nav of a map

Name: nav_blocked
Structure:
long area
bool blocked


nav_generate

Note: Called when a nav file does not exist for a map and bots are added

Name: nav_generate
Structure:
none none


player_stats_updated

Note: Guess: Called when the player stats (achievments) are sent to valve

Name: player_stats_updated
Structure:
bool forceupload


spec_target_updated

Note: -

Name: spec_target_updated
Structure:
none none


cs_win_panel_round

Note: Called at the end of a round

Name: cs_win_panel_round
Structure:
bool show_timer_defend
bool show_timer_attack
short timer_time
byte final_event defined in cs_gamerules.h
string funfact_token
short funfact_player
long funfact_data1
long funfact_data2
long funfact_data3


cs_win_panel_match

Note: Called at the end of the map

Name: cs_win_panel_match
Structure:
short t_score
short ct_score
float t_kd
float ct_kd
short t_objectives_done
short ct_objectives_done
long t_money_earned
long ct_money_earned


show_freezepanel

Note: -

Name: show_freezepanel
Structure:
short killer entindex of the killer entity


hide_freezepanel

Note: -

Name: hide_freezepanel
Structure:
none none


freezecam_started

Note: -

Name: freezecam_started
Structure:
none none


player_avenged_teammate

Note: -

Name: player_avenged_teammate
Structure:
short avenger_id
short avenged_player_id


achievement_earned

Note: -

Name: achievement_earned
Structure:
byte player entindex of the player
short achievement achievement ID


achievement_earned_local

Note: -

Name: achievement_earned_local
Structure:
short achievement achievement ID


match_end_conditions

Note: -

Name: match_end_conditions
Structure:
long frags
long max_rounds
long win_rounds
long time


round_mvp

Note: -

Name: round_mvp
Structure:
short userid
short reason


player_decal

Note: -

Name: player_decal
Structure:
short userid


teamplay_round_start

Note: -

Name: teamplay_round_start
Structure:
bool full_reset