Difference between revisions of "Team Fortress 2 Events"

From AlliedModders Wiki
Jump to: navigation, search
(player_hurt has a custom in there as well.)
Line 1,074: Line 1,074:
 
{{hl2msg|short|index|index of the cap being updated}}
 
{{hl2msg|short|index|index of the cap being updated}}
 
{{hl2msg|float|time|time}}
 
{{hl2msg|float|time|time}}
 +
{{end-hl2msg}}
 +
 +
=== player_highfive_start ===
 +
{{begin-hl2msg|player_highfive_start|string}}
 +
{{hl2msg|byte|player|entindex of the player}}
 +
{{end-hl2msg}}
 +
 +
=== player_highfive_cancel ===
 +
{{begin-hl2msg|player_highfive_cancel|string}}
 +
{{hl2msg|byte|player|entindex of the player}}
 +
{{end-hl2msg}}
 +
 +
=== player_highfive_success ===
 +
{{begin-hl2msg|player_highfive_success|string}}
 +
{{hl2msg|byte|initiator|initiator_entindex}}
 +
{{hl2msg|byte|partner|partner_entindex}}
 
{{end-hl2msg}}
 
{{end-hl2msg}}
  

Revision as of 02:49, 14 October 2011

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

Contents

intro_finish

Name: intro_finish
Structure:
short player entindex of the player


intro_nextcamera

Name: intro_nextcamera
Structure:
short player entindex of the player


player_changeclass

Note: When a player changes their class

Name: player_changeclass
Structure:
short userid user ID who changed class
short class class that they changed to


player_death

Note: When a player dies

Note: dominated, assister_dominated, revenge, assister_revenge, first_blood, and feign_death no longer exist in this event

Name: player_death
Structure:
short userid user ID who died
long victim_entindex
long inflictor_entindex ent index of inflictor (a sentry, for example)
short attacker user ID who killed
string weapon weapon name killer used
short weaponid ID of weapon killed used
long damagebits bits of type of damage
short customkill type of custom kill
short assister user ID of assister
string weapon_logclassname weapon name that should be printed on the log
short stun_flags victim's stun flags at the moment of death
short death_flags death flags.
bool silent_kill


object_removed

Name: object_removed
Structure:
short userid user ID of the object owner
short objecttype type of object removed
short index index of the object removed


object_destroyed

Note: When a player destroys an object

Name: object_destroyed
Structure:
short userid user ID who died
short attacker user ID who killed
short assister user ID of assister
string weapon weapon name killer used
short weaponid id of the weapon used
short objecttype type of object destroyed
short index index of the object destroyed
bool was_building object was being built when it died


tf_map_time_remaining

Name: tf_map_time_remaining
Structure:
long seconds


tf_game_over

Note: When a tf game ends

Name: tf_game_over
Structure:
string reason why the game is over ( timelimit, winlimit )


ctf_flag_captured

Note: When a flag is captured by a player

Name: ctf_flag_captured
Structure:
short capping_team
short capping_team_score


controlpoint_initialized

Note: When a player begins to capture a control point

Name: controlpoint_initialized
Structure:


controlpoint_updateimages

Name: controlpoint_updateimages
Structure:
short index index of the cap being updated


controlpoint_updatelayout

Name: controlpoint_updatelayout
Structure:
short index index of the cap being updated


controlpoint_updatecapping

Name: controlpoint_updatecapping
Structure:
short index index of the cap being updated


controlpoint_updateowner

Name: controlpoint_updateowner
Structure:
short index index of the cap being updated


controlpoint_starttouch

Note: When a player enters a capture point zone

Name: controlpoint_starttouch
Structure:
short player entindex of the player
short area index of the control point area


controlpoint_endtouch

Note: When a player leaves a capture point zone

Name: controlpoint_endtouch
Structure:
short player entindex of the player
short area index of the control point area


controlpoint_pulse_element

Name: controlpoint_pulse_element
Structure:
short player entindex of the player


controlpoint_fake_capture

Name: controlpoint_fake_capture
Structure:
short player entindex of the player
short int_data


controlpoint_fake_capture_mult

Name: controlpoint_fake_capture_mult
Structure:
short player entindex of the player
short int_data


teamplay_round_selected

Note: When a round is selected.

Name: teamplay_round_selected
Structure:
string round name of the round selected


teamplay_round_start

Note: round restart

Name: teamplay_round_start
Structure:
bool full_reset is this a full reset of the map


teamplay_round_active

Note: called when round is active, players can move

Name: teamplay_round_active
Structure:


teamplay_waiting_begins

Note: When the "waiting for players" pre-round begins

Name: teamplay_waiting_begins
Structure:


teamplay_waiting_ends

Note: When the "waiting for players" pre-round ends

Name: teamplay_waiting_ends
Structure:


teamplay_waiting_abouttoend

Note: When the "waiting for players" pre-round is about to end

Name: teamplay_waiting_abouttoend
Structure:


teamplay_restart_round

Note: When a round is restarted

Name: teamplay_restart_round
Structure:


teamplay_ready_restart

Name: teamplay_ready_restart
Structure:


teamplay_round_restart_seconds

Name: teamplay_round_restart_seconds
Structure:
short seconds


teamplay_team_ready

Name: teamplay_team_ready
Structure:
byte team which team is ready


teamplay_round_win

Note: When a team wins a round

Name: teamplay_round_win
Structure:
byte team which team won the round
byte winreason the reason the team won
short flagcaplimit if win reason was flag cap limit, the value of the flag cap limit
short full_round was this a full round or a mini-round
float round_time elapsed time of this round
short losing_team_num_caps # of caps this round by losing team
byte was_sudden_death did a team win this after entering sudden death


teamplay_update_timer

Name: teamplay_update_timer
Structure:


teamplay_round_stalemate

Note: When a game ends in a stalemate

Name: teamplay_round_stalemate
Structure:
byte reason why the stalemate is occuring


teamplay_overtime_begin

Note: When an overtime round begins

Name: teamplay_overtime_begin
Structure:


teamplay_overtime_end

Note: When an overtime round ends

Name: teamplay_overtime_end
Structure:


teamplay_suddendeath_begin

Note: When a sudden death round begins

Name: teamplay_suddendeath_begin
Structure:


teamplay_suddendeath_end

Note: When a sudden death round ends

Name: teamplay_suddendeath_end
Structure:


teamplay_game_over

Note: When a teamplay game ends

Name: teamplay_game_over
Structure:
string reason why the game is over ( timelimit, winlimit )


teamplay_map_time_remaining

Name: teamplay_map_time_remaining
Structure:
short seconds


teamplay_broadcast_audio

Note: Broadcast an audio file.

Name: teamplay_broadcast_audio
Structure:
byte team which team should hear the broadcast. 0 will make everyone hear it.
string sound sound to play


teamplay_timer_flash

Name: teamplay_timer_flash
Structure:
short time_remaining how many seconds until the round ends


teamplay_timer_time_added

Name: teamplay_timer_time_added
Structure:
short timer entindex of the timer
short seconds_added how many seconds were added to the round timer


teamplay_point_startcapture

Note: When a point is beginning to be captured

Name: teamplay_point_startcapture
Structure:
byte cp index of the point being captured
string cpname name of the point
byte team which team currently owns the point
byte capteam which team is capping
string cappers string where each character is a player index of someone capping
float captime time between when this cap started and when the point last changed hands



teamplay_point_captured

Note: When a control point is captured by a team

Name: teamplay_point_captured
Structure:
byte cp index of the point that was captured
string cpname name of the point
byte team which team capped
string cappers string where each character is a player index of someone that capped


teamplay_point_locked

Name: teamplay_point_locked
Structure:
byte cp index of the point being captured
string cpname name of the point
byte team which team currently owns the point


teamplay_point_unlocked

Name: teamplay_point_unlocked
Structure:
byte cp index of the point being captured
string cpname name of the point
byte team which team currently owns the point


teamplay_capture_broken

Name: teamplay_capture_broken
Structure:
byte cp
string cpname
float time_remaining


teamplay_capture_blocked

Note: When a player blocks the capture of a control point

Name: teamplay_capture_blocked
Structure:
byte cp index of the point that was blocked
string cpname name of the point
byte blocker index of the player that blocked the cap


teamplay_flag_event

Name: teamplay_flag_event
Structure:
short player player this event involves
short carrier the carrier if needed
short eventtype pick up, capture, defend, dropped


teamplay_win_panel

Note: When the win-game panel is displayed

Name: teamplay_win_panel
Structure:
byte panel_style for client to determine layout
byte winning_team
byte winreason the reason the team won
string cappers string where each character is a player index of someone that capped
short flagcaplimit if win reason was flag cap limit, the value of the flag cap limit


short blue_score red team score
short red_score blue team score
short blue_score_prev previous red team score
short red_score_prev previous blue team score
short round_complete is this a complete round, or the end of a mini-round
short rounds_remaining # of rounds remaining for wining team, if mini-round
short player_1
short player_1_points
short player_2
short player_2_points
short player_3
short player_3_points


teamplay_teambalanced_player

Note: When a player is balanced to another team

Name: teamplay_teambalanced_player
Structure:
short player entindex of the player
byte team which team the player is being moved to


teamplay_setup_finished

Note: When the setup round ends

Name: teamplay_setup_finished
Structure:


teamplay_alert

Note: When an alert is shown to a player

Name: teamplay_alert
Structure:
short alert_type which alert type is this (scramble, etc)?


training_complete

Name: training_complete
Structure:
string next_map next map (if any)
string map the name of the map this screen is on.
string text text to show


show_freezepanel

Note: When the death-snapshot panel is shown

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


hide_freezepanel

Note: When the death-snapshot panel is hidden

Name: hide_freezepanel
Structure:


freezecam_started

Note: When a player enters the death-snapshot view

Name: freezecam_started
Structure:


localplayer_changeteam

Note: When a LAN player changes team

Name: localplayer_changeteam
Structure:


localplayer_score_changed

Name: localplayer_score_changed
Structure:
short score


localplayer_changeclass

Note: When a LAN player changes class

Name: localplayer_changeclass
Structure:


localplayer_respawn

Note: When a LAN player respawns

Name: localplayer_respawn
Structure:


building_info_changed

Name: building_info_changed
Structure:
byte building_type
byte object_mode
byte remove


localplayer_changedisguise

Note: When a LAN player changes their disguise as a spy

Name: localplayer_changedisguise
Structure:
bool disguised


player_account_changed

Name: player_account_changed
Structure:
short old_value
short new_value


spy_pda_reset

Name: spy_pda_reset
Structure:


flagstatus_update

Name: flagstatus_update
Structure:


player_stats_updated

Note: When a players stats are updated

Name: player_stats_updated
Structure:
bool forceupload


playing_commentary

Note: When a commentary is being played

Name: playing_commentary
Structure:


player_chargedeployed

Note: When an uber is deployed

Name: player_chargedeployed
Structure:
short userid user ID of medic who deployed charge
short targetid user ID of who the medic charged


player_builtobject

Note: When a player builds an object

Name: player_builtobject
Structure:
short userid user ID of the builder
byte object
short index index of the object


player_upgradedobject

Name: player_upgradedobject
Structure:
short userid
byte object
short index
bool isbuilder


achievement_earned

Note: When a player earns an achievement

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


spec_target_updated

Name: spec_target_updated
Structure:


tournament_stateupdate

Name: tournament_stateupdate
Structure:
short userid user ID on server
bool namechange
short readystate
string newname players new name


player_calledformedic

Note: When a player calls for a medic. This does not appear to fire for the server.

Name: player_calledformedic
Structure:
short userid


localplayer_becameobserver

Name: localplayer_becameobserver
Structure:


player_ignited_inv

Note: sent when a player is ignited by a pyro who is being invulned, only to the medic who's doing the invulning

Name: player_ignited_inv
Structure:
byte pyro_entindex entindex of the pyro who ignited the victim
byte victim_entindex entindex of the player ignited by the pyro
byte medic_entindex entindex of the medic releasing the invuln


player_ignited

Note: sent when a player is ignited, only to the two players involved

Name: player_ignited
Structure:
byte pyro_entindex entindex of the pyro who ignited the victim
byte victim_entindex entindex of the player ignited by the pyro
byte weaponid weaponid of the weapon used


player_extinguished

Note: sent when a burning player is extinguished by a medic

Name: player_extinguished
Structure:
byte victim entindex of the player that was extinguished
byte healer entindex of the player who did the extinguishing



player_teleported

Note: Sent when a player is teleported

Name: player_teleported
Structure:
short userid userid of the player
short builderid userid of the player who built the teleporter
float dist distance the player was teleported


player_healedmediccall

Note: local player heals someone who called for medic.

Name: player_healedmediccall
Structure:
short userid userid of person who got healed


localplayer_chargeready

Note: local player has full medic charge

Name: localplayer_chargeready
Structure:


localplayer_winddown

Note: local player minigun winddown

Name: localplayer_winddown
Structure:


player_invulned

Note: Send when a player is made invulnerable

Name: player_invulned
Structure:
short userid
short medic_userid


escort_speed

Name: escort_speed
Structure:
byte team which team
byte speed
byte players


escort_progress

Name: escort_progress
Structure:
byte team which team
float progress
bool reset


escort_recede

Name: escort_recede
Structure:
byte team which team
float recedetime


client_loadout_changed

Name: client_loadout_changed
Structure:


gameui_activated

Name: gameui_activated
Structure:


gameui_hidden

Name: gameui_hidden
Structure:


player_escort_score

Name: player_escort_score
Structure:
byte player
byte points


player_healonhit

Name: player_healonhit
Structure:
short amount
byte entindex


player_stealsandvich

Name: player_stealsandvich
Structure:
short owner
short target


show_class_layout

Name: show_class_layout
Structure:
bool show


show_vs_panel

Name: show_vs_panel
Structure:
bool show


player_damaged

Name: player_damaged
Structure:
short amount
long type


player_hurt

Name: player_hurt
Structure:
short userid
short health
short attacker
short damageamount
short custom
bool crit
bool minicrit
bool allseecrit
short weaponid


arena_player_notification

Name: arena_player_notification
Structure:
byte player
byte message


arena_match_maxstreak

Name: arena_match_maxstreak
Structure:
byte team
byte streak


arena_round_start

Note: called when round is active, players can move

Name: arena_round_start
Structure:


arena_win_panel

Name: arena_win_panel
Structure:
byte panel_style for client to determine layout
byte winning_team
byte winreason the reason the team won - 1 (someone capped) 2 (entire team was killed)
string cappers string where each character is a player index of someone that capped
short flagcaplimit if win reason was flag cap limit, the value of the flag cap limit


short blue_score red team score
short red_score blue team score
short blue_score_prev previous red team score
short red_score_prev previous blue team score
short round_complete is this a complete round, or the end of a mini-round
short player_1
short player_1_damage
short player_1_healing
short player_1_lifetime
short player_1_kills
short player_2
short player_2_damage
short player_2_healing
short player_2_lifetime
short player_2_kills
short player_3
short player_3_damage
short player_3_healing
short player_3_lifetime
short player_3_kills
short player_4
short player_4_damage
short player_4_healing
short player_4_lifetime
short player_4_kills
short player_5
short player_5_damage
short player_5_healing
short player_5_lifetime
short player_5_kills
short player_6
short player_6_damage
short player_6_healing
short player_6_lifetime
short player_6_kills



air_dash

Note: Called when a scout Performs Double Jump

Name: air_dash
Structure:
byte player


landed

Name: landed
Structure:
byte player


player_damage_dodged

Note: When a Player Evades Damage

Name: player_damage_dodged
Structure:
short damage


player_stunned

Note: When a Player is Stunned

Name: player_stunned
Structure:
short stunner
short victim
bool victim_capping
bool big_stun


scout_grand_slam

Note: When a Player is Killed by the Scout Taunt

Name: scout_grand_slam
Structure:
short scout_id
short target_id


scout_slamdoll_landed

Name: scout_slamdoll_landed
Structure:
short target_index
float x
float y
float z


scout_slamdoll_landed

Name: scout_slamdoll_landed
Structure:
short target_index
float x
float y
float z


arrow_impact

Note: When a player is hit by a Sniper's Huntsman arrow

Name: arrow_impact
Structure:
short attachedEntity
short shooter
short boneIndexAttached
float bonePositionX
float bonePositionY
float bonePositionZ
float boneAnglesX
float boneAnglesY
float boneAnglesZ


player_jarated

Note: sent when a player is jarated, only to the two players involved

Name: player_jarated
Structure:
byte thrower_entindex entindex of the player who threw the jarate
byte victim_entindex entindex of the player receiving it


player_jarated_fade

Note: sent when a player is jarated, only to the two players involved

Name: player_jarated_fade
Structure:
byte thrower_entindex entindex of the player who threw the jarate
byte victim_entindex entindex of the player receiving it


player_shield_blocked

Note: sent when a player is jarated, only to the two players involved

Name: player_shield_blocked
Structure:
byte attacker_entindex entindex of the player who threw the jarate
byte blocker_entindex entindex of the player receiving it


player_pinned

Note: When a player is pinned to a wall

Name: player_pinned
Structure:
byte pinned


player_healedbymedic

Name: player_healedbymedic
Structure:
byte medic


player_spawn

Name: player_spawn
Structure:
short userid user ID who spawned
short team team they spawned on
short class class they spawned as


player_sapped_object

Name: player_sapped_object
Structure:
short userid user ID of the spy
short ownerid user ID of the building owner
byte object
short sapperid index of the sapper


item_found

Note: When a player finds an item

Name: item_found
Structure:
byte player entindex of the player
byte quality quality of the item
string item item name (unlocalized)
byte method method by which we acquired the item (TODO: Show which numbers represent which method of finding.)
bool propername


show_annotation

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

Name: hide_annotation
Structure:
long id


post_inventory_application

Note: sent when a player gets a whole new set of items

Name: post_inventory_application
Structure:
short userid


controlpoint_unlock_updated

Name: controlpoint_unlock_updated
Structure:
short index index of the cap being updated
float time time


deploy_buff_banner

Name: deploy_buff_banner
Structure:
byte buff_type type of buff (skin index)
short buff_owner user ID of the person who gets the banner


player_buff

Name: player_buff
Structure:
short userid user ID of the player the buff is being applied to
short buff_owner user ID of the player with the banner
byte buff_type type of buff


medic_death

Note: When a medic dies

Name: medic_death
Structure:
short userid user ID who died
short attacker user ID who killed
short healing amount healed in this life
bool charged had a full ubercharge?


overtime_nag

Name: overtime_nag
Structure:


teams_changed

Name: teams_changed
Structure:


halloween_pumpkin_grab

Name: halloween_pumpkin_grab
Structure:
short userid


rocket_jump

Name: rocket_jump
Structure:
short userid


rocket_jump_landed

Name: rocket_jump_landed
Structure:
short userid


sticky_jump

Name: sticky_jump
Structure:
short userid


sticky_jump_landed

Name: sticky_jump_landed
Structure:
short userid


medic_defended

Name: medic_defended
Structure:
short userid
short medic


localplayer_healed

Name: localplayer_healed
Structure:
short amount


player_destroyed_pipebomb

Name: player_destroyed_pipebomb
Structure:
short userid


object_deflected

Name: object_deflected
Structure:
short userid player who deflected the object
short ownerid owner of the object
short weaponid weapon id (0 means the player in ownerid was pushed)


player_mvp

Name: player_mvp
Structure:
short player


raid_spawn_mob

Name: raid_spawn_mob
Structure:


raid_spawn_squad

Name: raid_spawn_squad
Structure:


nav_blocked

Name: nav_blocked
Structure:
long area
bool blocked


path_track_passed

Name: path_track_passed
Structure:
short index index of the node being passed


num_cappers_changed

Name: num_cappers_changed
Structure:
short index index of the trigger
byte count number of cappers (-1 for blocked)


player_regenerate

Name: player_regenerate
Structure:


update_status_item

Name: update_status_item
Structure:
byte index
byte object


stats_resetround

Name: stats_resetround
Structure:


achievement_earned_local

Name: achievement_earned_local
Structure:
short achievement


player_healed

Name: player_healed
Structure:
short patient
short healer
short amount


item_pickup

Name: item_pickup
Structure:
short userid
string item


duel_status

Name: duel_status
Structure:
short killer
short score_type
short initiator
short target
short initiator_score
short target_score


fish_notice

Name: fish_notice
Structure:
short userid user ID who died
long victim_entindex
long inflictor_entindex ent index of inflictor (a sentry, for example)
short attacker user ID who killed
string weapon weapon name killer used
short weaponid ID of weapon killed used
long damagebits bits of type of damage
short customkill type of custom kill
short assister user ID of assister
string weapon_logclassname weapon name that should be printed on the log
short stun_flags victim's stun flags at the moment of death
short death_flags death flags.
bool silent_kill


pumpkin_lord_summoned

Name: pumpkin_lord_summoned
Structure:


pumpkin_lord_killed

Name: pumpkin_lord_killed
Structure:


controlpoint_timer_updated

Name: controlpoint_timer_updated
Structure:
short index index of the cap being updated
float time time


player_highfive_start

Name: player_highfive_start
Structure:
byte player entindex of the player


player_highfive_cancel

Name: player_highfive_cancel
Structure:
byte player entindex of the player


player_highfive_success

Name: player_highfive_success
Structure:
byte initiator initiator_entindex
byte partner partner_entindex


player_bonuspoints

Name: player_bonuspoints
Structure:
short points
short player_entindex
short source_entindex