Difference between revisions of "Game Events (Source)"

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(Game Events)
(Day of Defeat: Source Events: - removed Day of Defeat Events to own page)
Line 258: Line 258:
 
* [[Perfect Dark: Source]]
 
* [[Perfect Dark: Source]]
  
= Day of Defeat: Source Events =
 
  
=== player_death ===
 
{{qnotice|When a player dies}}
 
{{begin-hl2msg|player_death|string}}
 
{{hl2msg|short|userid}}
 
{{hl2msg|short|attacker}}
 
{{hl2msg|string|weapon}}
 
{{end-hl2msg}}
 
 
=== player_hurt ===
 
{{qnotice|When a player is damaged}}
 
{{begin-hl2msg|player_hurt|string}}
 
{{hl2msg|short|userid}}
 
{{hl2msg|short|attacker}}
 
{{hl2msg|string|weapon}}
 
{{hl2msg|byte|health}}
 
{{hl2msg|byte|damage}}
 
{{hl2msg|byte|hitgroup}}
 
{{end-hl2msg}}
 
 
=== player_changeclass ===
 
{{qnotice|When a player changes to a different class}}
 
{{begin-hl2msg|player_changeclass|string}}
 
{{hl2msg|short|userid}}
 
{{hl2msg|short|class}}
 
{{end-hl2msg}}
 
 
=== dod_round_start ===
 
{{qnotice|When the round starts}}
 
{{begin-hl2msg|dod_round_start|string}}
 
{{end-hl2msg}}
 
 
=== dod_round_active ===
 
{{qnotice|When the round becomes active after the "frozen" time}}
 
{{begin-hl2msg|dod_round_active|string}}
 
{{hl2msg|none|none}}
 
{{end-hl2msg}}
 
 
=== dod_hint ===
 
{{qnotice|When a hint occurs}}
 
{{begin-hl2msg|dod_hint|string}}
 
{{hl2msg|string|hintmessage}}
 
{{end-hl2msg}}
 
 
=== dod_warmup_begins ===
 
{{qnotice|When warmup begins}}
 
{{begin-hl2msg|dod_warmup_begins|string}}
 
{{hl2msg|none|none}}
 
{{end-hl2msg}}
 
 
=== dod_warmup_ends ===
 
{{qnotice|When warmup ends}}
 
{{begin-hl2msg|dod_warmup_ends|string}}
 
{{hl2msg|none|none}}
 
{{end-hl2msg}}
 
 
=== dod_round_start ===
 
{{qnotice|When round starts}}
 
{{begin-hl2msg|dod_round_start|string}}
 
{{hl2msg|none|none}}
 
{{end-hl2msg}}
 
 
=== dod_restart_round ===
 
{{qnotice|When round restarts}}
 
{{begin-hl2msg|dod_restart_round|string}}
 
{{hl2msg|none|none}}
 
{{end-hl2msg}}
 
 
=== dod_ready_restart ===
 
{{qnotice|When the ready players trigger restart}}
 
{{begin-hl2msg|dod_ready_restart|string}}
 
{{hl2msg|none|none}}
 
{{end-hl2msg}}
 
 
=== dod_allies_ready ===
 
{{qnotice|When allies are ready}}
 
{{begin-hl2msg|dod_allies_ready|string}}
 
{{hl2msg|none|none}}
 
{{end-hl2msg}}
 
 
=== dod_axis_ready ===
 
{{qnotice|When axis are ready}}
 
{{begin-hl2msg|dod_axis_ready|string}}
 
{{hl2msg|none|none}}
 
{{end-hl2msg}}
 
 
=== dod_round_restart_seconds ===
 
{{qnotice|When round restart is set}}
 
{{begin-hl2msg|dod_round_restart_seconds|string}}
 
{{hl2msg|short|seconds}}
 
{{end-hl2msg}}
 
 
=== dod_team_scores ===
 
{{qnotice|When a team scores (wins)}}
 
{{begin-hl2msg|dod_team_scores|string}}
 
{{hl2msg|short|allies_caps}}
 
{{hl2msg|short|allies_tick}}
 
{{hl2msg|byte|allies_players}}
 
{{hl2msg|short|axis_caps}}
 
{{hl2msg|short|axis_tick}}
 
{{hl2msg|byte|axis_players}}
 
{{end-hl2msg}}
 
 
=== dod_point_captured ===
 
{{qnotice|When a flag/point is captured}}
 
{{begin-hl2msg|dod_point_captured|string}}
 
{{hl2msg|byte|cp}}
 
{{hl2msg|string|cpname}}
 
{{hl2msg|string|cappers}}
 
{{hl2msg|bool|bomb}}
 
{{end-hl2msg}}
 
 
=== dod_capture_blocked ===
 
{{qnotice|When a capture is blocked}}
 
{{begin-hl2msg|dod_capture_blocked|string}}
 
{{hl2msg|byte|cp}}
 
{{hl2msg|string|cpname}}
 
{{hl2msg|byte|blocker}}
 
{{end-hl2msg}}
 
 
=== dod_round_win ===
 
{{qnotice|When a round is won}}
 
{{begin-hl2msg|dod_round_win|string}}
 
{{hl2msg|byte|team}}
 
{{end-hl2msg}}
 
 
=== dod_tick_points ===
 
{{qnotice|''Unknown''}}
 
{{begin-hl2msg|dod_tick_points|string}}
 
{{hl2msg|byte|team}}
 
{{hl2msg|byte|score}}
 
{{hl2msg|short|totalscore}}
 
{{end-hl2msg}}
 
 
=== dod_game_over ===
 
{{qnotice|When the map ends}}
 
{{begin-hl2msg|dod_game_over|string}}
 
{{hl2msg|string|reason}}
 
{{end-hl2msg}}
 
 
=== dod_broadcast_audio ===
 
{{qnotice|When audio is broadcasted}}
 
{{begin-hl2msg|dod_broadcast_audio|string}}
 
{{hl2msg|string|sound}}
 
{{end-hl2msg}}
 
 
=== dod_stats_weapon_attack ===
 
{{qnotice|When a player attacks with a weapon}}
 
{{begin-hl2msg|dod_stats_weapon_attack|string}}
 
{{hl2msg|short|attacker}}
 
{{hl2msg|byte|weapon}}
 
{{end-hl2msg}}
 
 
=== dod_stats_player_damage ===
 
{{qnotice|When a player damages another}}
 
{{begin-hl2msg|dod_stats_player_damage|string}}
 
{{hl2msg|short|attacker}}
 
{{hl2msg|short|victim}}
 
{{hl2msg|byte|weapon}}
 
{{hl2msg|short|damage}}
 
{{hl2msg|byte|damage_given}}
 
{{hl2msg|float|distance}}
 
{{hl2msg|byte|hitgroup}}
 
{{end-hl2msg}}
 
 
=== dod_stats_player_killed ===
 
{{qnotice|When a player kills another}}
 
{{begin-hl2msg|dod_stats_player_killed|string}}
 
{{hl2msg|byte|attacker}}
 
{{hl2msg|byte|victim}}
 
{{hl2msg|byte|weapon}}
 
{{end-hl2msg}}
 
 
=== dod_win_panel ===
 
{{qnotice|When the scoreboard is shown after map end}}
 
{{begin-hl2msg|dod_win_panel|string}}
 
{{hl2msg|bool|show_timer_defend}}
 
{{hl2msg|bool|show_timer_attack}}
 
{{hl2msg|short|timer_time}}
 
{{hl2msg|byte|final_event}}
 
{{hl2msg|byte|category_left}}
 
{{hl2msg|byte|left_1}}
 
{{hl2msg|byte|left_score_1}}
 
{{hl2msg|byte|left_2}}
 
{{hl2msg|byte|left_score_2}}
 
{{hl2msg|byte|left_3}}
 
{{hl2msg|byte|left_score_3}}
 
{{hl2msg|byte|category_right}}
 
{{hl2msg|byte|right_1}}
 
{{hl2msg|byte|right_score_1}}
 
{{hl2msg|byte|right_2}}
 
{{hl2msg|byte|right_score_2}}
 
{{hl2msg|byte|right_3}}
 
{{hl2msg|byte|right_score_3}}
 
{{end-hl2msg}}
 
 
=== dod_timer_time_added ===
 
{{qnotice|When time is added (in bombing maps)}}
 
{{begin-hl2msg|dod_timer_time_added|string}}
 
{{hl2msg|short|seconds_added}}
 
{{end-hl2msg}}
 
 
=== dod_timer_flash ===
 
{{qnotice|''Unknown''}}
 
{{begin-hl2msg|dod_timer_flash|string}}
 
{{hl2msg|short|time_remaining}}
 
{{end-hl2msg}}
 
 
=== dod_map_time_remaining ===
 
{{qnotice|Time remaining on map}}
 
{{begin-hl2msg|dod_map_time_remaining|string}}
 
{{hl2msg|short|seconds}}
 
{{end-hl2msg}}
 
 
=== dod_tnt_pickup ===
 
{{qnotice|When TNT is picked up}}
 
{{begin-hl2msg|dod_tnt_pickup|string}}
 
{{end-hl2msg}}
 
 
=== dod_bomb_planted ===
 
{{qnotice|When TNT is placed on an objective}}
 
{{begin-hl2msg|dod_bomb_planted|string}}
 
{{hl2msg|byte|cp}}
 
{{hl2msg|string|cpname}}
 
{{hl2msg|short|userid}}
 
{{hl2msg|byte|team}}
 
{{end-hl2msg}}
 
 
=== dod_bomb_exploded ===
 
{{qnotice|When TNT explodes}}
 
{{begin-hl2msg|dod_bomb_exploded|string}}
 
{{hl2msg|byte|cp}}
 
{{hl2msg|string|cpname}}
 
{{hl2msg|short|userid}}
 
{{end-hl2msg}}
 
 
=== dod_bomb_defused ===
 
{{qnotice|When TNT is defused}}
 
{{begin-hl2msg|dod_bomb_defused|string}}
 
{{hl2msg|byte|cp}}
 
{{hl2msg|string|cpname}}
 
{{hl2msg|short|userid}}
 
{{hl2msg|byte|team}}
 
{{end-hl2msg}}
 
 
=== dod_kill_planter ===
 
{{qnotice|When the planter of TNT is killed}}
 
{{begin-hl2msg|dod_kill_planter|string}}
 
{{hl2msg|short|userid}}
 
{{hl2msg|short|victimid}}
 
{{end-hl2msg}}
 
 
=== dod_kill_defuser ===
 
{{qnotice|When the defuser of TNT is killed}}
 
{{begin-hl2msg|dod_kill_defuser|string}}
 
{{hl2msg|short|userid}}
 
{{hl2msg|short|victimid}}
 
{{end-hl2msg}}
 
  
 
= Dystopia Events =
 
= Dystopia Events =

Revision as of 16:42, 8 June 2007

Contents

Generic Source Events

team_info

Note: Info about team

Name: team_info
Structure:
byte teamid {{{3}}}
string teamname {{{3}}}


team_score

Note: Team score changed

Name: team_info
Structure:
byte teamid {{{3}}}
short score {{{3}}}


player_team

Note: Player change his team

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


player_class

Note: A player changed his class

Name: player_class
Structure:
short userid {{{3}}}
string class {{{3}}}


player_death

Note: A game event, name may be 32 charaters long

Name: player_death
Structure:
short userid {{{3}}}
short attacker {{{3}}}


player_hurt

Note: A player was hurt

Name: player_hurt
Structure:
short userid {{{3}}}
short attacker {{{3}}}
byte health {{{3}}}


player_chat

Note: A public player chat

Name: player_chat
Structure:
bool teamonly {{{3}}}
short userid {{{3}}}
string text {{{3}}}


player_score

Note: Players scores changed

Name: player_score
Structure:
short userid {{{3}}}
short kills {{{3}}}
short deaths {{{3}}}
short score {{{3}}}


player_spawn

Note: player spawned in game

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


player_shoot

Note: Player shoot his weapon

Name: player_shoot
Structure:
short userid {{{3}}}
byte weapon {{{3}}}
byte mode {{{3}}}


player_use

Note: When a player uses an option

Name: player_use
Structure:
short userid {{{3}}}
short entity {{{3}}}


player_changename

Note: Player changed name

Name: player_changename
Structure:
string userid {{{3}}}
string oldname {{{3}}}
string newname {{{3}}}


game_newmap

Note: Send when new map is completely loaded

Name: game_newmap
Structure:
string mapname {{{3}}}


game_start

Note: A new game starts

Name: game_start
Structure:
long roundslimit {{{3}}}
long timelimit {{{3}}}
long fraglimit {{{3}}}
string objective {{{3}}}


game_end

Note: A game ended

Name: game_end
Structure:
byte winner {{{3}}}


round_start

Note: The round started

Name: player_changename
Structure:
long timelimit {{{3}}}
long fraglimit {{{3}}}
string objective {{{3}}}


round_end

Note: The round ended

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


game_message

Note: A game message

Name: game_message
Structure:
byte target {{{3}}}
string text {{{3}}}


break_breakable

Note: A breakable (func_break) is broken.

Name: break_breakable
Structure:
long entindex {{{3}}}
short userid {{{3}}}
byte material {{{3}}}


break_prop

Note: A breakable prop is broken.

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


Generic Source Server Events

server_spawn

Note: Send once a server starts

Name: server_start
Structure:
string hostname {{{3}}}
string address {{{3}}}
string port {{{3}}}
string game {{{3}}}
string mapname {{{3}}}
long maxplayers {{{3}}}
string os {{{3}}}
bool dedicated {{{3}}}
bool password {{{3}}}


server_shutdown

Note: Server shut down

Name: server_shutdown
Structure:
string reason {{{3}}}


server_cvar

Note: A server console var has changed

Name: server_cvar
Structure:
string cvarname {{{3}}}
string cvarvalue {{{3}}}


server_msg

Note: A generic server message

Name: server_message
Structure:
string text {{{3}}}


server_addban

Note: When the server has a ban added

Name: server_addban
Structure:
string name {{{3}}}
string userid {{{3}}}
string networkid {{{3}}}
string ip {{{3}}}
string duration {{{3}}}
string by {{{3}}}
bool kicked {{{3}}}


server_removeban

Note: When the server has a ban removed

Name: server_removeban
Structure:
string networkid {{{3}}}
string ip {{{3}}}
stsring by {{{3}}}


player_connect

Note: A new player connected

Name: player_connect
Structure:
string name {{{3}}}
byte index {{{3}}}
short userid {{{3}}}
string networkid {{{3}}}
string address {{{3}}}


player_info

Note: A player changed his name

Name: player_info
Structure:
string name {{{3}}}
byte index {{{3}}}
short userid {{{3}}}
string networkid {{{3}}}
bool bot {{{3}}}


player_disconnect

Note: A client was disconnected

Name: player_disconnect
Structure:
short userid {{{3}}}
string reason {{{3}}}
string name {{{3}}}
string networkid {{{3}}}


player_activate

Note: A client has entered the game (connected and loaded)

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


player_say

Note: When a client sends a message in chat

Name: player_say
Structure:
short userid {{{3}}}
string text {{{3}}}


Game Events

These are all the games that the Source engine covers.


Dystopia Events

player_death

Note: Player is killed in "real world"

Name: player_death
Structure:
short userid {{{3}}}
short attacker {{{3}}}
short weapon_id {{{3}}}
string weapon {{{3}}}
string location {{{3}}}


cyber_frag

Note: Player is killed while "hacking"

Name: cyber_frag
Structure:
short userid {{{3}}}
short attacker {{{3}}}


player_class

Note: When a player selects class

Name: player_class
Structure:
short userid {{{3}}}
short class {{{3}}}


objective

Note: When an objective is reached

Name: objective
Structure:
short userid {{{3}}}
string objective {{{3}}}


round_restart

Note: When round restarts

Name: round_restart
Structure:
byte round {{{3}}}
byte winner {{{3}}}


dys_changemap

Note: When map changes

Name: dys_changemap
Structure:
string newmap {{{3}}}


dys_points

Note: When points are changed

Name: dys_points
Structure:
short player {{{3}}}
short points {{{3}}}
short method {{{3}}}


dys_weapon_stats

Note: When stats are logged for weapons

Name: dys_weapon_stats
Structure:
short player {{{3}}}
long weapons {{{3}}}
string p_shots {{{3}}}
string s_shots {{{3}}}
string p_hits {{{3}}}
string s_hits {{{3}}}
string p_damage {{{3}}}
string s_damage {{{3}}}
string p_headshots {{{3}}}
string s_headshots {{{3}}}
string p_kills {{{3}}}
string s_kills {{{3}}}


dys_implant_stats

Note: When stats are logged for implants

Name: dys_implant_stats
Structure:
short player {{{3}}}
short implants {{{3}}}
string energy {{{3}}}
string usage {{{3}}}


dys_scoring_stats

Note: When stats are stored for scores

Name: dys_scoring_stats
Structure:
short player {{{3}}}
short methods {{{3}}}
string points {{{3}}}


Pirates, Vikings, Knights II Events

player_death

Note: When player dies

Name: player_death
Structure:
short userid {{{3}}}
short attacker {{{3}}}
string weapon {{{3}}}


round_end

Note: When round ends

Name: round_end
Structure:
short winner {{{3}}}


SourceForts Events

player_death

Note: When a player dies

Name: player_death
Structure:
short userid {{{3}}}
short attacker {{{3}}}
string weapon {{{3}}}


block_frozen

Note: When a building block becomes frozen

Name: block_frozen
Structure:
short userid {{{3}}}
short blockid {{{3}}}


block_unfrozen

Note: When a building block becomes unfrozen

Name: block_unfrozen
Structure:
short userid {{{3}}}
short blockid {{{3}}}


phase_switch

Note: When the phase switches from build to play

Name: phase_switch
Structure:
short oldphase {{{3}}}
short newphase {{{3}}}
short phase_count {{{3}}}
short phase_left {{{3}}}


player_grab

Note: When a player grabs the flag

Name: player_grab
Structure:
short userid {{{3}}}
short flagteam {{{3}}}


player_drop

Note: When a player drops the flag

Name: player_drop
Structure:
short userid {{{3}}}
short flagteam {{{3}}}


player_score

Note: When a player captures a flag

Name: player_score
Structure:
short userid {{{3}}}
short flagteam {{{3}}}


flag_return

Note: When flag is returned to original base

Name: flag_return
Structure:
short userid {{{3}}}
short flagteam {{{3}}}


Hidden: Source Events

player_death

Note: When a player dies

Name: player_death
Structure:
short userid {{{3}}}
short attacker {{{3}}}
string weapon {{{3}}}
bool headshot {{{3}}}


player_hurt

Note: When a player is hurt

Name: player_hurt
Structure:
short userid {{{3}}}
short attacker {{{3}}}
float damage {{{3}}}
bool hidden {{{3}}}


alarm_trigger

Note: When an alarm is triggered

Name: alarm_trigger
Structure:
float posx {{{3}}}
float posy {{{3}}}
float posz {{{3}}}


material_check

Note: When the player's materials are checked

Name: material_check
Structure:
long vmt_CRC {{{3}}}
long bump_CRC {{{3}}}


extraction_start

Note: When the extraction starts

Name: extraction_start
Structure:
float time {{{3}}}


extraction_stop

Note: When the extraction stops

Name: extraction_stop
Structure:


player_location

Note: When the player location changes

Name: player_location
Structure:
short userid {{{3}}}
string location {{{3}}}


iris_radio

Note: When iris_radio is used

Name: iris_radio
Structure:
short userid {{{3}}}
short message {{{3}}}


game_round_restart

Note: When the round restarts

Name: game_round_restart
Structure:


game_round_end

Note: When the round ends

Name: game_round_end
Structure:


game_round_start

Note: When the round starts

Name: game_round_start
Structure:


Perfect Dark: Source

player_death

Note: When a player dies

Name: player_death
Structure:
short userid {{{3}}}
short attacker {{{3}}}
string weapon {{{3}}}
string victimname {{{3}}}
string killername {{{3}}}
short kllstrk {{{3}}}


koth_hill_activated

Note: When koth_hill is activated

Name: koth_hill_activated
Structure:
float posx {{{3}}}
float posy {{{3}}}
float posz {{{3}}}
short id {{{3}}}


koth_hill_deactivated

Note: When koth_hill is deactivated

Name: koth_hill_deactivated
Structure:
short id {{{3}}}


koth_hill_taken

Note: When koth_hill is taken

Name: koth_hill_taken
Structure:
short id {{{3}}}
short userid {{{3}}}
short team {{{3}}}


koth_hill_close_to_capture

Note: When koth_hill is near capture

Name: koth_hill_close_to_capture
Structure:
short tick {{{3}}}


koth_hill_captured

Note: When koth_hill is captured

Name: koth_hill_captured
Structure:


koth_hill_lost

Note: When koth_hill is lost

Name: koth_hill_lost
Structure:
short id {{{3}}}


popacap_close_to_point

Note: Unknown

Name: popacap_close_to_point
Structure:
short tick {{{3}}}


ctb_spawn_activated

Note: Unknown

Name: ctb_spawn_activated
Structure:
float posx {{{3}}}
float posy {{{3}}}
float posz {{{3}}}
short id {{{3}}}
short team {{{3}}}


ctb_spawn_deactivated

Note: Uknown

Name: ctb_spawn_deactivated
Structure:
short id {{{3}}}


weapon_set

Note: When a player's weapon is set

Name: weapon_set
Structure:
string name {{{3}}}
string list {{{3}}}


Iron Grip Events

player_death

Note:

Name: player_death
Structure:
short userid {{{3}}}
short attacker {{{3}}}
string weapon {{{3}}}
bool headshot {{{3}}}