Difference between revisions of "Game Events (Source)"

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== Game Events ==
 +
These are all the games that the Source engine covers.
 +
* [[Counter-Strike: Source Events]]
 +
* [[Day of Defeat: Source Events]]
 +
* [[Dystopia Events]]
 +
* [[Pirates, Vikings, Knights II Events]]
 +
* [[SourceForts Events]]
 +
* [[Hidden: Source Events]]
 +
* [[Perfect Dark: Source]]
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* [[Perfect Dark: Source]]
  
 
= Counter-Strike: Source Events =
 
= Counter-Strike: Source Events =

Revision as of 16:38, 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.

Counter-Strike: Source Events

player_death

Note: When a client dies

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


player_hurt

Note: When a client is damaged

Name: player_hurt
Structure:
short userid {{{3}}}
short attacker {{{3}}}
byte health {{{3}}}
byte armor {{{3}}}
string weapon {{{3}}}
byte dmg_health {{{3}}}
byte dmg_armor {{{3}}}
byte hitgroup {{{3}}}


bomb_beginplant

Note: When the bomb is starting to get planted

Name: bomb_beginplant
Structure:
short userid {{{3}}}
short site {{{3}}}


bomb_abortplant

Note: When the bomb planter stops planting the bomb

Name: bomb_abortplant
Structure:
short userid {{{3}}}
short site {{{3}}}


bomb_plant

Note: When the bomb has been planted

Name: bomb_planted
Structure:
short userid {{{3}}}
short site {{{3}}}
short posx {{{3}}}
short posy {{{3}}}


bomb_defused

Note: When the bomb has been defused

Name: bomb_defused
Structure:
short userid {{{3}}}
short site {{{3}}}


bomb_exploded

Note: When the bomb explodes

Name: bomb_exploded
Structure:
short userid {{{3}}}
short site {{{3}}}


bomb_dropped

Note: When the bomb is dropped by a client

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


bomb_pickup

Note: When the bomb is picked up by a client

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


bomb_begindefuse

Note: When the bomb is started to be defused

Name: bomb_begindefuse
Structure:
short userid {{{3}}}
bool haskit {{{3}}}


bomb_abortdefuse

Note: When the bomb defusal is stopped

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


hostage_follows

Note: When the hostage begins following a client

Name: hostage_follows
Structure:
short userid {{{3}}}
short hostage {{{3}}}


hostage_hurt

Note: When a hostage is damaged

Name: hostage_hurt
Structure:
short userid {{{3}}}
short hostage {{{3}}}


hostage_killed

Note: When a hostage is killed

Name: hostage_killed
Structure:
short userid {{{3}}}
short hostage {{{3}}}


hostage_rescued

Note: When a hostage is rescued

Name: hostage_rescued
Structure:
short userid {{{3}}}
short hostage {{{3}}}
short site {{{3}}}


hostage_stops_following

Note: When a hostage stops following a client

Name: hostage_stops_following
Structure:
short userid {{{3}}}
short hostage {{{3}}}


hostage_rescued_all

Note: When all the hostages are rescued

Name: hostage_rescued_all
Structure:
none none {{{3}}}


hostage_call_for_help

Note: When the hostage calls for help

Name: hostage_call_for_help
Structure:
short hostage {{{3}}}


vip_escaped

Note: When the VIP escapes

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


vip_killed

Note: When the VIP is killed

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


player_radio

Note: When the player uses radio commands

Name: player_radio
Structure:
short userid {{{3}}}
short slot {{{3}}}


bomb_beep

Note: Every time the bomb beep sound happens

Name: bomb_beep
Structure:
long entindex {{{3}}}


weapon_fire

Note: Every time a client fires their weapon

Name: weapon_fire
Structure:
short userid {{{3}}}
string weapon {{{3}}}


weapon_fire_on_empty

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

Name: weapon_fire_on_empty
Structure:
short userid {{{3}}}
string weapon {{{3}}}


weapon_reload

Note: Every time a client reloads their weapon

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


weapon_zoom

Note: Every time a client zooms a scoped weapon

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


item_pickup

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

Name: item_pickup
Structure:
short userid {{{3}}}
string item {{{3}}}


grenade_bounce

Note: Every time a grenade bounces

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


hegrenade_detonate

Note: Every time a hegrenade explodes

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


flashbang_detonate

Note: Every time a flashbang detonates

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


smokegrenade_detonate

Note: Every time a smokegrenade detonates

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


bullet_impact

Note: Every time a bullet hits something

Name: bullet_impact
Structure:
short userid {{{3}}}
float x {{{3}}}
float y {{{3}}}
float z {{{3}}}


player_footstep

Note: Every time a player takes a step

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


player_jump

Note: Every time a player jumps

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


player_blind

Note: Every time a player is blinded by a flashbang

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


player_falldamage

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

Name: player_falldamage
Structure:
short userid {{{3}}}
float damage {{{3}}}


door_moving

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

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


round_freeze_end

Note: When the round's mp_freezetime is up

Name: round_freeze_end
Structure:
none none {{{3}}}


nav_blocked

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

Name: nav_blocked
Structure:
long area {{{3}}}
bool blocked {{{3}}}


nav_generate

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

Name: nav_generate
Structure:
none none {{{3}}}


Day of Defeat: Source Events

player_death

Note: When a player dies

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


player_hurt

Note: When a player is damaged

Name: player_hurt
Structure:
short userid {{{3}}}
short attacker {{{3}}}
string weapon {{{3}}}
byte health {{{3}}}
byte damage {{{3}}}
byte hitgroup {{{3}}}


player_changeclass

Note: When a player changes to a different class

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


dod_round_start

Note: When the round starts

Name: dod_round_start
Structure:


dod_round_active

Note: When the round becomes active after the "frozen" time

Name: dod_round_active
Structure:
none none {{{3}}}


dod_hint

Note: When a hint occurs

Name: dod_hint
Structure:
string hintmessage {{{3}}}


dod_warmup_begins

Note: When warmup begins

Name: dod_warmup_begins
Structure:
none none {{{3}}}


dod_warmup_ends

Note: When warmup ends

Name: dod_warmup_ends
Structure:
none none {{{3}}}


dod_round_start

Note: When round starts

Name: dod_round_start
Structure:
none none {{{3}}}


dod_restart_round

Note: When round restarts

Name: dod_restart_round
Structure:
none none {{{3}}}


dod_ready_restart

Note: When the ready players trigger restart

Name: dod_ready_restart
Structure:
none none {{{3}}}


dod_allies_ready

Note: When allies are ready

Name: dod_allies_ready
Structure:
none none {{{3}}}


dod_axis_ready

Note: When axis are ready

Name: dod_axis_ready
Structure:
none none {{{3}}}


dod_round_restart_seconds

Note: When round restart is set

Name: dod_round_restart_seconds
Structure:
short seconds {{{3}}}


dod_team_scores

Note: When a team scores (wins)

Name: dod_team_scores
Structure:
short allies_caps {{{3}}}
short allies_tick {{{3}}}
byte allies_players {{{3}}}
short axis_caps {{{3}}}
short axis_tick {{{3}}}
byte axis_players {{{3}}}


dod_point_captured

Note: When a flag/point is captured

Name: dod_point_captured
Structure:
byte cp {{{3}}}
string cpname {{{3}}}
string cappers {{{3}}}
bool bomb {{{3}}}


dod_capture_blocked

Note: When a capture is blocked

Name: dod_capture_blocked
Structure:
byte cp {{{3}}}
string cpname {{{3}}}
byte blocker {{{3}}}


dod_round_win

Note: When a round is won

Name: dod_round_win
Structure:
byte team {{{3}}}


dod_tick_points

Note: Unknown

Name: dod_tick_points
Structure:
byte team {{{3}}}
byte score {{{3}}}
short totalscore {{{3}}}


dod_game_over

Note: When the map ends

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


dod_broadcast_audio

Note: When audio is broadcasted

Name: dod_broadcast_audio
Structure:
string sound {{{3}}}


dod_stats_weapon_attack

Note: When a player attacks with a weapon

Name: dod_stats_weapon_attack
Structure:
short attacker {{{3}}}
byte weapon {{{3}}}


dod_stats_player_damage

Note: When a player damages another

Name: dod_stats_player_damage
Structure:
short attacker {{{3}}}
short victim {{{3}}}
byte weapon {{{3}}}
short damage {{{3}}}
byte damage_given {{{3}}}
float distance {{{3}}}
byte hitgroup {{{3}}}


dod_stats_player_killed

Note: When a player kills another

Name: dod_stats_player_killed
Structure:
byte attacker {{{3}}}
byte victim {{{3}}}
byte weapon {{{3}}}


dod_win_panel

Note: When the scoreboard is shown after map end

Name: dod_win_panel
Structure:
bool show_timer_defend {{{3}}}
bool show_timer_attack {{{3}}}
short timer_time {{{3}}}
byte final_event {{{3}}}
byte category_left {{{3}}}
byte left_1 {{{3}}}
byte left_score_1 {{{3}}}
byte left_2 {{{3}}}
byte left_score_2 {{{3}}}
byte left_3 {{{3}}}
byte left_score_3 {{{3}}}
byte category_right {{{3}}}
byte right_1 {{{3}}}
byte right_score_1 {{{3}}}
byte right_2 {{{3}}}
byte right_score_2 {{{3}}}
byte right_3 {{{3}}}
byte right_score_3 {{{3}}}


dod_timer_time_added

Note: When time is added (in bombing maps)

Name: dod_timer_time_added
Structure:
short seconds_added {{{3}}}


dod_timer_flash

Note: Unknown

Name: dod_timer_flash
Structure:
short time_remaining {{{3}}}


dod_map_time_remaining

Note: Time remaining on map

Name: dod_map_time_remaining
Structure:
short seconds {{{3}}}


dod_tnt_pickup

Note: When TNT is picked up

Name: dod_tnt_pickup
Structure:


dod_bomb_planted

Note: When TNT is placed on an objective

Name: dod_bomb_planted
Structure:
byte cp {{{3}}}
string cpname {{{3}}}
short userid {{{3}}}
byte team {{{3}}}


dod_bomb_exploded

Note: When TNT explodes

Name: dod_bomb_exploded
Structure:
byte cp {{{3}}}
string cpname {{{3}}}
short userid {{{3}}}


dod_bomb_defused

Note: When TNT is defused

Name: dod_bomb_defused
Structure:
byte cp {{{3}}}
string cpname {{{3}}}
short userid {{{3}}}
byte team {{{3}}}


dod_kill_planter

Note: When the planter of TNT is killed

Name: dod_kill_planter
Structure:
short userid {{{3}}}
short victimid {{{3}}}


dod_kill_defuser

Note: When the defuser of TNT is killed

Name: dod_kill_defuser
Structure:
short userid {{{3}}}
short victimid {{{3}}}


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}}}