Empires Events

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

Contents

switching_to_new_map

Note:

Name: switching_to_new_map
Structure:
string mapname name of the map to switch


point_captured

Note: Called when a point is capture

Name: point_captured
Structure:
bool team the team that captured the point
short location the location of the point


point_neutral

Note: Called when a point becomes neutral

Name: point_neutral
Structure:
bool team the team that neutralized the point
short location the location of the point


player_death

Note: Called when a player dies

Name: player_death
Structure:
short userid user ID of the player who died
short attacker user ID of the player who killed
byte hide team to hide the kill message from
string weapon name of the weapon used to kill the player


game_end

Note: Called when the game ends

Name: game_end
Structure:
bool team team who won
short entity the entity players spectate at the end of the round


voice_command

Note:

Name: voice_command
Structure:
bool team which team the message is for
short command what message to play
byte sub sub identifier for some messages


commander_alert

Note:

Name: commander_alert
Structure:
bool team which team the message is for
short command what message to play
float coord_x x coordinate
float coord_y y coordinate
float coord_z z coordinate


commander_vote_time

Note: called when the commander vote begins

Name: commander_vote_time
Structure:
short time time left in the vote
bool commander_exists allows us to use this even for warmup time on commander-less maps


commander_tactic_time

Note: called when the tactics time for a commander begins

Name: commander_tactic_time
Structure:
short time the tactic time left
short panel which tactics panel is currently being viewed


commander_end_tactical_discussion

Note: called when an elected commander wishes to end the tactic time

Name: commander_end_tactical_discussion
Structure:
short team which team would like to end tactics time


structure_built

Note: structure fully built. fired client-side. commander only. same team.

Name: structure_built
Structure:
short entindex structure entity index


structure_power_outage

Note: structure out of power. fired client-side. commander only. same team.

Name: structure_power_outage
Structure:
short entindex structure entity index


resource_start_capture

Note: Used to show the capture hud panel

Name: resource_start_capture
Structure:
short userid user id that is starting the capture
short entindex resource point getting capped
short type type of resource point
short capteam team that is capping
short ownerteam team that currently owns the point (check for unassigned)


resource_end_capture

Note: Used to hide the capture hud panel

Name: resource_end_capture
Structure:
short userid user id that is starting the capture
short entindex resource point that got captured


resource_break_capture

Note:

Name: resource_break_capture
Structure:
short entindex
float time_remaining


resource_extract

Note: Resource point has extracted some resources

Name: resource_extract
Structure:
short entindex resource point that extracted the resources
short amount resource point that extracted the resources


resource_captured

Note: When a resource point gets fully captured by a team

Name: resource_captured
Structure:
short entindex entity index of the captrd point
short type the resource point type that got captured
short team team that captured the point


power_requested

Note: An entity is requesting a power connection

Name: power_requested
Structure:
short teamid The team who's power system got updated
short entid The entity index that is requesting a power connection


power_removed

Note: An entity is requesting a power connection

Name: power_removed
Structure:
short teamid The team who's power system got updated
short entid The entity index that is requesting a power connection


power_updated

Note: When the power nexus gets updated

Name: power_updated
Structure:
None None


enter_pregame

Note:

Name: enter_pregame
Structure:
None None


enter_vehicle

Note:

Name: enter_vehicle
Structure:
short userid
short seat
short entidx


exit_vehicle

Note:

Name: exit_vehicle
Structure:
short userid
short seat
short entidx


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


spawn_map_changed

Note: Called when a tgate is built, removed, or power state changes

Name: spawn_map_changed
Structure:
short teamid


overviewmap_key_released

Note:

Name: overviewmap_key_released
Structure:
None None


slot_key_pressed

Note:

Name: slot_key_pressed
Structure:
short slot


ironsight_key_pressed

Note:

Name: ironsight_key_pressed
Structure:
None None


ability_key_pressed

Note:

Name: ability_key_pressed
Structure:
None None


weapon_reload

Note:

Name: weapon_reload
Structure:
short userid
bool manual player manually started the reload


weapon_fire_at_40

Note:

Name: weapon_fire_at_40
Structure:
short userid
string weapon used weapon name
short weaponid used weapon ID
short count number of bullets


entity_visible

Note:

Name: entity_visible
Structure:
short userid The player who sees the entity
long subject Entindex of the entity they see
string classname Classname of the entity they see
string entityname name of the entity they see


player_left_bunker_building

Note:

Name: player_left_bunker_building
Structure:
short userid The player who left the bunker
short entidx The bunker they left


player_entered_bunker_building

Note:

Name: player_entered_bunker_building
Structure:
short userid The player who entered the bunker
short entidx The bunker they entered


player_entered_commander_mode

Note:

Name: player_entered_commander_mode
Structure:
short userid Player who entered commander mode


player_enter_commander_mode_failed

Note:

Name: player_enter_commander_mode_failed
Structure:
short userid Player who tried to enter commander mode


player_left_commander_mode

Note:

Name: player_left_commander_mode
Structure:
short userid Player who left commander mode


player_restocked_from_supply_struct

Note:

Name: player_restocked_from_supply_struct
Structure:
short userid Player who was restocked
short entidx Entity they got supply from


player_opened_armoury_menu

Note:

Name: player_opened_armoury_menu
Structure:
short userid Player opened kit menu from armoury


commander_move_2d

Note:

Name: commander_move_2d
Structure:
1 local Local only
short userid Player that moved the commander camera


commander_move_z

Note:

Name: commander_move_z
Structure:
1 local Local only
short userid Player that moved the commander camera up/down


commander_minimap_move

Note:

Name: commander_minimap_move
Structure:
1 local
short userid Player that moved the commander camera


player_exited_tgate

Note:

Name: player_exited_tgate
Structure:
short userid Player that left the gate


commander_left_valid_area

Note:

Name: commander_left_valid_area
Structure:
short userid The commander that left valid "airspace"


commander_entered_valid_area

Note:

Name: commander_entered_valid_area
Structure:
short userid The commander that entered valid "airspace"


round_win

Note:

Name: round_win
Structure:
short team The winning team
short type Type of win


transport_gate_created

Note:

Name: transport_gate_created
Structure:
short teamid Team that created the gate
short entindex Entity id of the new gate


last_tgate_destroyed

Note:

Name: last_tgate_destroyed
Structure:
short teamid Team who's last tgate got pwnd


player_stats_updated

Note:

Name: player_stats_updated
Structure:
bool forceupload


failed_to_build

Note:

Name: failed_to_build
Structure:
1 local
short userid the commander that tried to build something with no power
short reason (eBuildErrorReason) 0: Ok, 1: No Power, 2: No Line of sight, 3: obstruction, 4: invalid build area


commander_hint_closed

Note: The local commander closed a hint (used to re-evaluate tiered hints)

Name: commander_hint_closed
Structure:
1 local


commander_selected_structure

Note: The local commander selected a structure

Name: commander_selected_structure
Structure:
1 local
short type structure type
short entindex Entity id of the selected structure


commander_flash_assembler_start

Note: Causes the assembler to flash

Name: commander_flash_assembler_start
Structure:
1 local


commander_flash_assembler_stop

Note: Causes the assembler to stop flashing

Name: commander_flash_assembler_stop
Structure:
1 local


commander_start_build_mode

Note: Local commander is in structure placement mode

Name: commander_start_build_mode
Structure:
1 local
short type structure type


commander_flash_supply_icon_start

Note: Start flashing the supply station build icon

Name: commander_flash_supply_icon_start
Structure:
1 local


commander_flash_supply_icon_stop

Note: Stop flashing the supply station build icon

Name: commander_flash_supply_icon_stop
Structure:
1 local


commander_start_structure_build

Note: Start a structure building

Name: commander_start_structure_build
Structure:
short team The team that is building the structure
short type The structure type


Note:

Name: promoted_to_commander
Structure:
short userid The user that got promoted to commander
short teamid The team of the promoted commander


timeleft_10m

Note: 10 minutes left of the round

Name: timeleft_10m
Structure:
1 local


timeleft_5m

Note: 5 minutes left of the round

Name: timeleft_5m
Structure:
1 local


timeleft_1m

Note: 1 minute left of the round

Name: timeleft_1m
Structure:
1 local


timeleft_30s

Note: 30 seconds left of the round

Name: timeleft_30s
Structure:
1 local


timeleft_10s

Note: 10 seconds left of the round

Name: timeleft_10s
Structure:
1 local


timeleft_5s

Note: 5 seconds left of the round

Name: timeleft_5s
Structure:
1 local


ach_hospital_duty_progress

Note: progress towards hospital duty achievement. fired client-side. commander only. same team.

Name: ach_hospital_duty_progress
Structure:
short progress


ach_high_maintenance_progress

Note: progress towards high maintenance achievement. fired client-side. commander only. same team.

Name: ach_high_maintenance_progress
Structure:
short progress


forward_spawn_created

Note: Fired once a forward spawn has been created. A forward spawn is defined by any created spawn point that causes the spawn cluster centroid to be split

Name: forward_spawn_created
Structure:
short teamid


research_complete

Note: Fired when a research has finished researching

Name: research_complete
Structure:
short teamid
short researchid


show_annotation

Note:

Name: show_annotation
Structure:
float worldPosX
float worldPosY
float worldPosZ
float worldNormalX
float worldNormalY
float worldNormalZ
long id
string text name (unlocalized)
float lifetime
long visibilityBitfield bitfield of the players that can see this
long follow_entindex if this is set, follow this entity
bool show_distance
string play_sound
bool show_effect


hide_annotation

Note:

Name: hide_annotation
Structure:
long id


end_training_session

Note:

Name: end_training_session
Structure:
string course
bool successful


nav_blocked

Note:

Name: nav_blocked
Structure:
long area
bool blocked


nav_generate

Note:

Name: nav_generate
Structure:
None None


medkit_heal

Note:

Name: medkit_heal
Structure:
1 local
local entindex entity index of medkit
local ownerid user id of medkit owner
local userid user id of player healed
local amount amount of health restored


emp_structure

Note:

Name: emp_structure
Structure:
1 local
local entindex entity index of structure
local userid user id of player


setup_compass_rotation

Note:

Name: setup_compass_rotation
Structure:
long rotation


tgate_use

Note:

Name: tgate_use
Structure:
short userid


attacked_radarkit

Note:

Name: attacked_radarkit
Structure:
short userid