Left 4 Dead 2/Scripting/Game Events: Difference between revisions
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[[Category:Left 4 Dead 2]] | |||
{{Back|Left 4 Dead 2 Level Creation}} | |||
{{Wikipage port|page=Left_4_Dead_2_Events|alt=Left 4 Dead 2 Events|website=https://wiki.alliedmods.net|sitename=AlliedModders Wiki|no"wiki"prefix=1}} | |||
:''Refer back to [https://wiki.alliedmods.net/Game_Events_(Source) Game Events (Source)] for more events.'' | :''Refer back to [https://wiki.alliedmods.net/Game_Events_(Source) Game Events (Source)] for more events.'' | ||
{{toc-right}} | |||
{{ | |||
=== player_hurt | == player_death == | ||
a game event, name may be 32 charaters long; this extents the original player_death by a new fields | |||
* <b>userid</b> <small>(short)</small> - user ID who died | |||
* <b>entityid</b> <small>(long)</small> - entity ID who died, userid should be used first, to get the dead Player. Otherwise, it is not a player, so use this. | |||
* <b>attacker</b> <small>(short)</small> - user ID who killed | |||
* <b>attackername</b> <small>(string)</small> - What type of zombie, so we don't have zombie names | |||
* <b>attackerentid</b> <small>(long)</small> - if killer not a player, the entindex of who killed. Again, use attacker first | |||
* <b>weapon</b> <small>(string)</small> - weapon name killer used | |||
* <b>headshot</b> <small>(bool)</small> - signals a headshot | |||
* <b>attackerisbot</b> <small>(bool)</small> - is the attacker a bot | |||
* <b>victimname</b> <small>(string)</small> - What type of zombie, so we don't have zombie names | |||
* <b>victimisbot</b> <small>(bool)</small> - is the victim a bot | |||
* <b>abort</b> <small>(bool)</small> - did the victim abort | |||
* <b>type</b> <small>(long)</small> - damage type | |||
* <b>victim_x</b> <small>(float)</small> - | |||
* <b>victim_y</b> <small>(float)</small> - | |||
* <b>victim_z</b> <small>(float)</small> - | |||
== player_hurt == | |||
Registers all playable classes (Hunter, Smoker, Boomer, Tank, Survivors). See infected_hurt for Witch and Common Infected | |||
* <b>local</b> <small>(1)</small> - Not networked | |||
* <b>userid</b> <small>(short)</small> - user ID who was hurt | |||
* <b>attacker</b> <small>(short)</small> - user id who attacked | |||
* <b>attackerentid</b> <small>(long)</small> - entity id who attacked, if attacker not a player, and userid therefore invalid | |||
* <b>health</b> <small>(short)</small> - remaining health points | |||
* <b>armor</b> <small>(byte)</small> - remaining armor points | |||
* <b>weapon</b> <small>(string)</small> - weapon name attacker used, if not the world | |||
* <b>dmg_health</b> <small>(short)</small> - damage done to health | |||
* <b>dmg_armor</b> <small>(byte)</small> - damage done to armor | |||
* <b>hitgroup</b> <small>(byte)</small> - hitgroup that was damaged | |||
* <b>type</b> <small>(long)</small> - damage type | |||
== player_activate == | |||
Earliest game event that generates when a CTerrorPlayer entity is being spawned | |||
* <b>userid</b> <small>(short)</small> - user ID on server | |||
{{ | == player_team == | ||
player change his team | |||
* <b>userid</b> <small>(short)</small> - user ID on server | |||
* <b>team</b> <small>(byte)</small> - team id | |||
* <b>oldteam</b> <small>(byte)</small> - old team id | |||
* <b>disconnect</b> <small>(bool)</small> - team change because player disconnects | |||
* <b>name</b> <small>(string)</small> - | |||
{{ | * <b>isbot</b> <small>(bool)</small> - | ||
== player_bot_replace == | |||
Bot replaced a player | |||
* <b>player</b> <small>(short)</small> - user ID of the player | |||
* <b>bot</b> <small>(short)</small> - user ID of the bot | |||
== bot_player_replace == | |||
Player replaced a bot | |||
* <b>bot</b> <small>(short)</small> - user ID of the bot | |||
* <b>player</b> <small>(short)</small> - user ID of the player | |||
{{tip|Imagine using slot operator when reading the name of these events <code>bot <- player</code> to remember whether bot is being replaced or a player}} | |||
== player_afk == | |||
* <b>player</b> <small>(short)</small> - user ID of the player | |||
== weapon_fire == | |||
{{Note | It will fire before firing the weapon, even if it's being interrupted. | |||
For example: interrupting a molotov throw by switching right before it's about to be thrown. }} | |||
* <b>local</b> <small>(1)</small> - don't network this, its way too spammy | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>weapon</b> <small>(string)</small> - used weapon name | |||
* <b>weaponid</b> <small>(short)</small> - used weapon ID | |||
* <b>count</b> <small>(short)</small> - number of bullets | |||
== weapon_fire_on_empty == | |||
* <b>local</b> <small>(1)</small> - don't network this, its way too spammy | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>weapon</b> <small>(string)</small> - weapon name used | |||
* <b>count</b> <small>(short)</small> - number of bullets | |||
== weapon_reload == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>manual</b> <small>(bool)</small> - player manually started the reload | |||
== weapon_zoom == | |||
* <b>userid</b> <small>(short)</small> - | |||
== ability_use == | |||
{{eventnote|Called|When an infected uses their ability}} | {{eventnote|Called|When an infected uses their ability}} | ||
{{eventnote|Issues|Doesn't fire for jockey}} | {{eventnote|Issues|Doesn't fire for jockey}} | ||
* <b>userid</b> <small>(short)</small> - | |||
* <b>ability</b> <small>(string)</small> - Classname of ability. Possible values: 'ability_tongue', 'ability_vomit', 'ability_lunge', 'ability_spit', 'ability_charge', 'ability_throw' for the Smoker, Boomer, Hunter, Spitter, Charger and Tank respectively. | |||
* <b>context</b> <small>(short)</small> - enum of the way it was used (different for each ability) | |||
== ammo_pickup == | |||
== | |||
* <b>userid</b> <small>(short)</small> - The player who got some ammo from a weapon_ammo_spawner | |||
=== | == item_pickup == | ||
* <b>userid</b> <small>(short)</small> - | |||
* <b>item</b> <small>(string)</small> - either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs' | |||
=== | == golden_crowbar_pickup == | ||
* <b>userid</b> <small>(short)</small> - The player who picked up the crowbar | |||
=== | == grenade_bounce == | ||
{{ | When a player's thrown pipebomb is currently bouncing. | ||
* <b>userid</b> <small>(short)</small> - | |||
== hegrenade_detonate == | |||
=== | * <b>userid</b> <small>(short)</small> - | ||
* <b>x</b> <small>(float)</small> - | |||
* <b>y</b> <small>(float)</small> - | |||
* <b>z</b> <small>(float)</small> - | |||
== bullet_impact == | |||
{{bug*|Will not fire for the grenade launcher and miniguns.|only=l4d2}} | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>x</b> <small>(float)</small> - | |||
* <b>y</b> <small>(float)</small> - | |||
* <b>z</b> <small>(float)</small> - | |||
== player_footstep == | |||
* <b>userid</b> <small>(short)</small> - | |||
== player_jump == | |||
* <b>userid</b> <small>(short)</small> - | |||
== player_blind == | |||
* <b>userid</b> <small>(short)</small> - | |||
== player_falldamage == | |||
* <b>userid</b> <small>(short)</small> - Who got hurt | |||
* <b>damage</b> <small>(float)</small> - for how much | |||
* <b>causer</b> <small>(short)</small> - Who caused them to do so (if anyone) | |||
== player_ledge_grab == | |||
* <b>userid</b> <small>(short)</small> - Who grabbed the ledge | |||
* <b>causer</b> <small>(short)</small> - Who caused them to do so (if anyone) | |||
== player_ledge_release == | |||
* <b>userid</b> <small>(short)</small> - person who released from the ledge | |||
== door_moving == | |||
* <b>entindex</b> <small>(long)</small> - | |||
* <b>userid</b> <small>(short)</small> - | |||
== door_open == | |||
* <b>userid</b> <small>(short)</small> - Who opened the door | |||
* <b>checkpoint</b> <small>(bool)</small> - Is the door a checkpoint door | |||
* <b>closed</b> <small>(bool)</small> - Was the door closed when it started opening? | |||
== door_close == | |||
* <b>userid</b> <small>(short)</small> - Who closed the door | |||
* <b>checkpoint</b> <small>(bool)</small> - Is the door a checkpoint door | |||
== door_unlocked == | |||
* <b>userid</b> <small>(short)</small> - Who opened the door | |||
* <b>checkpoint</b> <small>(bool)</small> - Is the door a checkpoint door | |||
== rescue_door_open == | |||
* <b>userid</b> <small>(short)</small> - Who opened the door | |||
* <b>entindex</b> <small>(long)</small> - door that opened | |||
== waiting_checkpoint_door_used == | |||
Someone tried to open a checkpoint door that is locked till everyone loads in | |||
* <b>userid</b> <small>(short)</small> - player who tried to open it | |||
* <b>entindex</b> <small>(long)</small> - door that was used | |||
== waiting_door_used_versus == | |||
Someone tried to open a checkpoint door that is locked till everyone loads in | |||
* <b>userid</b> <small>(short)</small> - player who tried to open it | |||
* <b>entindex</b> <small>(long)</small> - door that was used | |||
== waiting_checkpoint_button_used == | |||
Someone tried to push a button that's locked until everyone is gathered | |||
* <b>userid</b> <small>(short)</small> - player who tried to open it | |||
== success_checkpoint_button_used == | |||
Someone pushed a button that's locked until everyone is gathered | |||
* <b>userid</b> <small>(short)</small> - player who openned it | |||
== round_freeze_end == | |||
* <b>None</b> <small>(None)</small> - | |||
== round_start == | |||
* <b>timelimit</b> <small>(long)</small> - round time limit in seconds | |||
* <b>fraglimit</b> <small>(long)</small> - frag limit in seconds | |||
* <b>objective</b> <small>(string)</small> - round objective | |||
== round_start_pre_entity == | |||
* <b>None</b> <small>(None)</small> - | |||
== round_start_post_nav == | |||
* <b>None</b> <small>(None)</small> - | |||
== nav_blocked == | |||
* <b>area</b> <small>(long)</small> - | |||
* <b>blocked</b> <small>(bool)</small> - | |||
== nav_generate == | |||
* <b>None</b> <small>(None)</small> - | |||
== round_end_message == | |||
* <b>winner</b> <small>(byte)</small> - winner team/user i | |||
* <b>reason</b> <small>(byte)</small> - reson why team won | |||
* <b>message</b> <small>(string)</small> - end round message | |||
== round_end == | |||
* <b>winner</b> <small>(byte)</small> - winner team/user i | |||
* <b>reason</b> <small>(byte)</small> - reson why team won | |||
* <b>message</b> <small>(string)</small> - end round message | |||
* <b>time</b> <small>(float)</small> - | |||
== vote_ended == | |||
* <b>None</b> <small>(None)</small> - | |||
== vote_started == | |||
* <b>issue</b> <small>(string)</small> - | |||
* <b>param1</b> <small>(string)</small> - | |||
* <b>votedata</b> <small>(string)</small> - | |||
* <b>team</b> <small>(byte)</small> - | |||
* <b>initiator</b> <small>(long)</small> - entity id of the player who initiated the vote | |||
* <b>reliable</b> <small>(1)</small> - this event is reliable | |||
== vote_changed == | |||
* <b>yesVotes</b> <small>(byte)</small> - | |||
* <b>noVotes</b> <small>(byte)</small> - | |||
* <b>potentialVotes</b> <small>(byte)</small> - | |||
== vote_passed == | |||
* <b>details</b> <small>(string)</small> - | |||
* <b>param1</b> <small>(string)</small> - | |||
* <b>team</b> <small>(byte)</small> - | |||
* <b>reliable</b> <small>(1)</small> - this event is reliable | |||
== vote_failed == | |||
* <b>team</b> <small>(byte)</small> - | |||
* <b>reliable</b> <small>(1)</small> - this event is reliable | |||
== vote_cast_yes == | |||
* <b>team</b> <small>(byte)</small> - | |||
* <b>entityid</b> <small>(long)</small> - entity id of the voter | |||
== vote_cast_no == | |||
* <b>team</b> <small>(byte)</small> - | |||
* <b>entityid</b> <small>(long)</small> - entity id of the voter | |||
== infected_hurt == | |||
Registers for non-playable classes (Common Infected, Witch). See player_hurt for other playable classes | |||
* <b>local</b> <small>(1)</small> - don't network this, its way too spammy | |||
* <b>attacker</b> <small>(short)</small> - player userid who attacked | |||
* <b>entityid</b> <small>(long)</small> - entity id of infected | |||
* <b>hitgroup</b> <small>(byte)</small> - hitgroup that was damaged | |||
* <b>amount</b> <small>(short)</small> - how much damage was done | |||
* <b>type</b> <small>(long)</small> - damage type | |||
== infected_death == | |||
* <b>attacker</b> <small>(short)</small> - user ID who killed | |||
* <b>infected_id</b> <small>(short)</small> - ID of the infected that died | |||
* <b>gender</b> <small>(short)</small> - gender (type) of the infected | |||
* <b>weapon_id</b> <small>(short)</small> - ID of the weapon used | |||
* <b>headshot</b> <small>(bool)</small> - signals a headshot | |||
* <b>minigun</b> <small>(bool)</small> - signals a minigun kill | |||
* <b>blast</b> <small>(bool)</small> - signals a death from blast damage | |||
* <b>submerged</b> <small>(bool)</small> - indicates the infected was submerged | |||
== hostname_changed == | |||
* <b>hostname</b> <small>(string)</small> - | |||
== difficulty_changed == | |||
It appears that strDifficulty is z_difficulty value | |||
* <b>newDifficulty</b> <small>(short)</small> - | |||
* <b>oldDifficulty</b> <small>(short)</small> - | |||
* <b>strDifficulty</b> <small>(string)</small> - | |||
== finale_start == | |||
* <b>rushes</b> <small>(short)</small> - | |||
== finale_rush == | |||
* <b>None</b> <small>(None)</small> - | |||
== finale_escape_start == | |||
* <b>None</b> <small>(None)</small> - | |||
== finale_vehicle_incoming == | |||
* <b>campaign</b> <small>(string)</small> - | |||
== finale_vehicle_ready == | |||
* <b>campaign</b> <small>(string)</small> - | |||
== finale_vehicle_leaving == | |||
* <b>survivorcount</b> <small>(short)</small> - number of survivors that made it out | |||
== finale_win == | |||
* <b>map_name</b> <small>(string)</small> - | |||
* <b>difficulty</b> <small>(short)</small> - | |||
== mission_lost == | |||
As in, the survivor team failed. Opposite of finale_win, but not necessarily during the finale. | |||
* <b>None</b> <small>(None)</small> - | |||
== finale_radio_start == | |||
* <b>health</b> <small>(short)</small> - | |||
== finale_radio_damaged == | |||
* <b>health</b> <small>(short)</small> - | |||
== final_reportscreen == | |||
Right before the final report screen comes up, let awards possibly fire | |||
* <b>None</b> <small>(None)</small> - | |||
== map_transition == | |||
When campaign cinematics start | |||
* <b>None</b> <small>(None)</small> - | |||
== player_transitioned == | |||
When campaign cinematics end and player is transitioned to first person view | |||
* <b>userid</b> <small>(short)</small> - the person that just finished transitioning | |||
== heal_begin == | |||
* <b>userid</b> <small>(short)</small> - person doing the healing | |||
* <b>subject</b> <small>(short)</small> - person being healed | |||
== heal_success == | |||
* <b>userid</b> <small>(short)</small> - person doing the healing | |||
* <b>subject</b> <small>(short)</small> - person being healed | |||
* <b>health_restored</b> <small>(short)</small> - amount of health restored | |||
== heal_end == | |||
{{eventnote|Issues|subject is broken for this event, it always appears to be the player doing the healing}} | {{eventnote|Issues|subject is broken for this event, it always appears to be the player doing the healing}} | ||
* <b>userid</b> <small>(short)</small> - person doing the healing | |||
* <b>subject</b> <small>(short)</small> - person being healed | |||
== heal_interrupted == | |||
* <b>userid</b> <small>(short)</small> - person who was being healed, but moved. | |||
* <b>subject</b> <small>(short)</small> - person being healed | |||
== ammo_pack_used == | |||
* <b>userid</b> <small>(short)</small> - person giving the ammo | |||
* <b>subject</b> <small>(short)</small> - person receiving ammo | |||
== give_weapon == | |||
* <b>userid</b> <small>(short)</small> - The giver of the weapon | |||
* <b>recipient</b> <small>(short)</small> - The recipient of the weapon | |||
* <b>weapon</b> <small>(short)</small> - The ID of the weapon given | |||
== pills_used == | |||
* <b>userid</b> <small>(short)</small> - person who had the pills | |||
* <b>subject</b> <small>(short)</small> - person swallowing the pills | |||
== pills_used_fail == | |||
* <b>userid</b> <small>(short)</small> - person who tried to use the pills | |||
== ammo_pack_used_fail_no_weapon == | |||
* <b>userid</b> <small>(short)</small> - person who tried to use the ammo pack | |||
* <b>subject</b> <small>(short)</small> - person it failed to help | |||
== ammo_pack_used_fail_full == | |||
* <b>userid</b> <small>(short)</small> - person who tried to use the ammo pack | |||
* <b>subject</b> <small>(short)</small> - person it failed to help | |||
== ammo_pack_used_fail_doesnt_use_ammo == | |||
* <b>userid</b> <small>(short)</small> - person who tried to use the ammo pack | |||
* <b>subject</b> <small>(short)</small> - person it failed to help | |||
== ammo_pile_weapon_cant_use_ammo == | |||
== | |||
== | |||
=== | |||
* <b>userid</b> <small>(short)</small> - person who tried to use an ammo pile with a grenade launcher | |||
=== | == defibrillator_begin == | ||
* <b>userid</b> <small>(short)</small> - person who is defibrillating. | |||
* <b>subject</b> <small>(short)</small> - person being revived | |||
== defibrillator_used == | |||
* <b>userid</b> <small>(short)</small> - person who used the defibrillator | |||
== | * <b>subject</b> <small>(short)</small> - person it helped | ||
== defibrillator_used_fail == | |||
* <b>userid</b> <small>(short)</small> - person who tried to use the defibrillator | |||
* <b>subject</b> <small>(short)</small> - person it failed to help | |||
== defibrillator_interrupted == | |||
== | |||
* <b>userid</b> <small>(short)</small> - person who was defibrillating, but moved. | |||
* <b>subject</b> <small>(short)</small> - person being revived | |||
== upgrade_pack_begin == | |||
=== | * <b>userid</b> <small>(short)</small> - person who is deploying the pack | ||
{{ | == upgrade_pack_used == | ||
{{ | |||
* <b>upgradeid</b> <small>(short)</small> - entity index of the deployed upgrade pack (either {{ent|upgrade_ammo_explosive}} or {{ent|upgrade_ammo_incendiary}}) | |||
* <b>userid</b> <small>(short)</small> - person who is deploying the pack | |||
== | |||
== upgrade_item_already_used == | |||
* <b>userid</b> <small>(short)</small> - person who tried to use an ammo upgrade twice | |||
* <b>upgradeclass</b> <small>(string)</small> - classname of the upgrade we tried to use | |||
== | == upgrade_failed_no_primary == | ||
* <b>userid</b> <small>(short)</small> - person who tried to use an upgrade without having a primary weapon | |||
* <b>upgrade</b> <small>(string)</small> - name of the upgrade we tried to use, eg "INCENDIARY_AMMO" | |||
== dead_survivor_visible == | |||
== | |||
* <b>userid</b> <small>(short)</small> - The player who sees the entity | |||
* <b>subject</b> <small>(long)</small> - Entindex of the entity they see | |||
* <b>deadplayer</b> <small>(short)</small> - user id of the dead player represented | |||
== adrenaline_used == | |||
* <b>userid</b> <small>(short)</small> - person who had and used the adrenaline | |||
== revive_begin == | |||
* <b>userid</b> <small>(short)</small> - person doing the reviving | |||
* <b>subject</b> <small>(short)</small> - person being revived | |||
== revive_success == | |||
* <b>userid</b> <small>(short)</small> - person doing the reviving | |||
* <b>subject</b> <small>(short)</small> - person who was revived | |||
== | * <b>lastlife</b> <small>(bool)</small> - person revived will die if they fall again | ||
* <b>ledge_hang</b> <small>(bool)</small> - 1 if person revived was ledge hanging | |||
== revive_end == | |||
== | * <b>userid</b> <small>(short)</small> - person doing the reviving | ||
* <b>subject</b> <small>(short)</small> - person being revived | |||
* <b>ledge_hang</b> <small>(bool)</small> - person is ledge hanging | |||
== drag_begin == | |||
== | |||
* <b>userid</b> <small>(short)</small> - person doing the dragging | |||
* <b>subject</b> <small>(short)</small> - person being dragged | |||
== drag_end == | |||
== | |||
* <b>userid</b> <small>(short)</small> - person doing the dragging | |||
* <b>subject</b> <small>(short)</small> - person being dragged | |||
== player_incapacitated == | |||
when a player becomes incapacitated. This is also called when a tank is killed. | |||
* <b>userid</b> <small>(short)</small> - person who became incapacitated | |||
* <b>attacker</b> <small>(short)</small> - user ID who made us incapacitated | |||
* <b>attackerentid</b> <small>(long)</small> - if attacker not player, entindex of who made us incapacitated | |||
* <b>weapon</b> <small>(string)</small> - weapon name attacker used | |||
* <b>type</b> <small>(long)</small> - damage type | |||
== player_incapacitated_start == | |||
when a player is about to become incapacitated, so you can see his last living state | |||
* <b>userid</b> <small>(short)</small> - person who became incapacitated | |||
* <b>attacker</b> <small>(short)</small> - user ID who made us incapacitated | |||
* <b>attackerentid</b> <small>(long)</small> - if attacker not player, entindex of who made us incapacitated | |||
* <b>weapon</b> <small>(string)</small> - weapon name attacker used | |||
* <b>type</b> <small>(long)</small> - damage type | |||
== player_entered_start_area == | |||
when a player spawns into the player start area | |||
* <b>userid</b> <small>(short)</small> - person who entered | |||
== player_first_spawn == | |||
when a player spawns for the first time in a given mission | |||
* <b>userid</b> <small>(short)</small> - person who spawned | |||
* <b>map_name</b> <small>(string)</small> - | |||
* <b>isbot</b> <small>(bool)</small> - | |||
== player_left_start_area == | |||
when a player leaves the player start area | |||
* <b>userid</b> <small>(short)</small> - person who left | |||
== player_left_safe_area == | |||
when a player leaves the safe area | |||
* <b>userid</b> <small>(short)</small> - person who left | |||
* <b>playercount</b> <small>(byte)</small> - | |||
== player_entered_checkpoint == | |||
when a basecombatcharacter enters a checkpoint area | |||
* <b>userid</b> <small>(short)</small> - player who entered | |||
* <b>entityid</b> <small>(long)</small> - If not a player, the entity index of the one entering | |||
* <b>door</b> <small>(long)</small> - Entindex of the checkpoint door the player entered to get here. | |||
* <b>area</b> <small>(long)</small> - | |||
* <b>doorname</b> <small>(string)</small> - name of the entity they see | |||
== player_left_checkpoint == | |||
when a player leaves a checkpoint area | |||
* <b>userid</b> <small>(short)</small> - player who left | |||
* <b>entityid</b> <small>(long)</small> - If not a player, the entity index of the one exiting | |||
* <b>area</b> <small>(long)</small> - | |||
== player_shoved == | |||
{{eventnote|Issues|Will not fire when shoving a survivor that is currently in combat.}} | |||
* <b>userid</b> <small>(short)</small> - player index who was shoved | |||
* <b>attacker</b> <small>(short)</small> - player index who attacked them | |||
== entity_shoved == | |||
* <b>entityid</b> <small>(short)</small> - the entity index of the one who was shoved | |||
* <b>attacker</b> <small>(short)</small> - player index who attacked them | |||
== player_jump_apex == | |||
* <b>userid</b> <small>(short)</small> - player who jumped | |||
== player_blocked == | |||
* <b>userid</b> <small>(short)</small> - player index who was trying to move | |||
* <b>blocker</b> <small>(short)</small> - player index who kept them from moving | |||
== player_now_it == | |||
* <b>userid</b> <small>(short)</small> - Player who is now it | |||
* <b>attacker</b> <small>(short)</small> - player that did the it-ing | |||
* <b>exploded</b> <small>(bool)</small> - whether it was vomit or explosion | |||
* <b>infected</b> <small>(bool)</small> - is the vomit infectious | |||
* <b>by_boomer</b> <small>(bool)</small> - came from a boomer | |||
== player_no_longer_it == | |||
* <b>userid</b> <small>(short)</small> - Player who is now no longer it | |||
== witch_harasser_set == | |||
* <b>userid</b> <small>(short)</small> - Player who woke up the witch | |||
* <b>witchid</b> <small>(long)</small> - Entindex of witch woken up | |||
* <b>first</b> <small>(bool)</small> - First time the witch set a harasser | |||
== witch_spawn == | |||
* <b>witchid</b> <small>(long)</small> - Entindex of witch spawning right now. | |||
== witch_killed == | |||
* <b>userid</b> <small>(short)</small> - Player who killed the witch | |||
* <b>witchid</b> <small>(long)</small> - Entindex of witch that was killed. | |||
* <b>oneshot</b> <small>(bool)</small> - TRUE if the Witch was killed with one shot | |||
* <b>melee_only</b> <small>(bool)</small> - TRUE if the witch was only killed by melee attacks (no blast, burn, or bullet damage) | |||
* <b>bride</b> <small>(bool)</small> - bride variant? | |||
== tank_spawn == | |||
* <b>userid</b> <small>(short)</small> - User ID of the tank spawning now | |||
* <b>tankid</b> <small>(long)</small> - Entindex of tank spawning right now. | |||
== melee_kill == | |||
* <b>userid</b> <small>(short)</small> - Player who bashed the infected | |||
* <b>entityid</b> <small>(long)</small> - Entindex of infected what got killed | |||
* <b>ambush</b> <small>(bool)</small> - Infected was unaware when killed | |||
== area_cleared == | |||
* <b>userid</b> <small>(short)</small> - person who cleared the area | |||
* <b>area</b> <small>(long)</small> - id of the cleared area | |||
== award_earned == | |||
* <b>userid</b> <small>(short)</small> - player who earned the award | |||
* <b>entityid</b> <small>(long)</small> - client likes ent id | |||
* <b>subjectentid</b> <small>(long)</small> - entity id of other party in the award, if any | |||
* <b>award</b> <small>(short)</small> - id of award earned | |||
== tongue_grab == | |||
* <b>userid</b> <small>(short)</small> - player who did the grabbing | |||
* <b>victim</b> <small>(short)</small> - player that got grabbed | |||
== tongue_broke_bent == | |||
* <b>userid</b> <small>(short)</small> - Tongue owner | |||
== tongue_broke_victim_died == | |||
* <b>userid</b> <small>(short)</small> - Tongue owner | |||
== tongue_release == | |||
Fired in all cases where the tongue releases a victim, whether choked or not, etc.{{Note | | |||
* Fires twice in all release cases, except <code>tongue_broke_bent</code> where it only fires once. | |||
* Second firation will return distance and victim parameters as 0.}} | |||
* <b>userid</b> <small>(short)</small> - The tongue owner | |||
* <b>victim</b> <small>(short)</small> - The (now released) victim | |||
* <b>distance</b> <small>(long)</small> - Distance the victim was dragged. | |||
== choke_start == | |||
* <b>userid</b> <small>(short)</small> - The choker | |||
* <b>victim</b> <small>(short)</small> - The person being choked | |||
== choke_end == | |||
* <b>userid</b> <small>(short)</small> - The choker | |||
* <b>victim</b> <small>(short)</small> - The person being choked | |||
== choke_stopped == | |||
Called when a smoker tongue is cleared on a choked player, fires alongside <code>choke_end</code> (<code>choke_stopped</code> fires first).{{Note |Does not fire when (<code>choke_end</code> still fires): | |||
* The smoker is staggered with propane/oxygen tank, pipe bomb, explosive ammo, grenade launcher, boomer explosion, and charger impact. | |||
* Another special takes over the pinned survivor or kills the smoker. | |||
* The smoker is killed by gascan, firework box, molotov, and incendiary ammo. | |||
* The smoker ledge-hanged the survivor. | |||
* Using Stagger() on either the smoker or the survivor.}} | |||
{{eventnote|Issues|While the event does not fire while staggering the smoker with the methods above, it will fire when it is killed using only the grenade launcher and explosive ammo.}} | |||
* <b>userid</b> <small>(short)</small> - Who stopped it | |||
* <b>victim</b> <small>(short)</small> - And who was being choked | |||
* <b>smoker</b> <small>(short)</small> - The tongue owner | |||
* <b>release_type</b> <small>(short)</small> - How did it break? | |||
== tongue_pull_stopped == | |||
Called when a smoker tongue is cleared on a dragging player. Includes cuts.{{Note |Does not fire when: | |||
* The smoker is staggered with propane/oxygen tank, pipe bomb, explosive ammo, grenade launcher, boomer explosion, and charger impact. | |||
* Another special takes over the pinned survivor or kills the smoker. | |||
* The smoker is killed by gascan, firework box, molotov, and incendiary ammo. | |||
* The smoker ledge-hanged the survivor. | |||
* Using Stagger() on either the smoker or the survivor.}} | |||
{{eventnote|Issues|While the event does not fire while staggering the smoker with the methods above, it will fire when it is killed using only the grenade launcher and explosive ammo.}} | |||
* <b>userid</b> <small>(short)</small> - Who stopped it | |||
* <b>victim</b> <small>(short)</small> - And who was being pulled | |||
* <b>smoker</b> <small>(short)</small> - The tongue owner | |||
* <b>release_type</b> <small>(short)</small> - How did it break? | |||
* <b>damage_type</b> <small>(long)</small> - bullet, slash, chainsaw | |||
== lunge_shove == | |||
* <b>userid</b> <small>(short)</small> - player who did the lunging | |||
* <b>victim</b> <small>(short)</small> - player that got lunged | |||
== lunge_pounce == | |||
* <b>userid</b> <small>(short)</small> - player who did the lunging | |||
* <b>victim</b> <small>(short)</small> - player that got lunged | |||
* <b>distance</b> <small>(long)</small> - Distance from pounce start to contact | |||
* <b>damage</b> <small>(short)</small> - | |||
== pounce_end == | |||
* <b>userid</b> <small>(short)</small> - Player who did the pouncing | |||
* <b>victim</b> <small>(short)</small> - And who was being pounced | |||
== pounce_stopped == | |||
Fires whenever a player clearing a hunter dominating a survivor, fires alongside <code>pounce_end</code> (<code>pounce_stopped</code> is fired first). | |||
{{Note | | |||
* Will not fire if staggered by pipe bomb, propane/oxygen tank, explosive ammo, grenade_launcher, boomer explosion, charger impact, and Stagger(). (<code>pounce_end</code> will still fire) | |||
* Fires if the hunter killed by any methods above, except boomer explosion and charger impact. | |||
* A special that kills the hunter will return userid as the special's userid. | |||
* Killing the hunter by shoving will fire this event before player_hurt. However, killing it by any other means will fire the event after player_hurt. | |||
}} | |||
{{eventnote|Issues|Shoving a hunter right after it pounces a survivor will not release the survivor, but the event will still fire.}} | |||
* <b>userid</b> <small>(short)</small> - Who stopped it | |||
* <b>victim</b> <small>(short)</small> - And who was being pounced | |||
== pounce_attempt_stopped == | |||
* <b>userid</b> <small>(short)</small> - Who stopped it | |||
* <b>weaponid</b> <small>(short)</small> - used weapon ID | |||
== fatal_vomit == | |||
* <b>userid</b> <small>(short)</small> - Who vomited | |||
* <b>victim</b> <small>(short)</small> - And who was killed or incapped | |||
== survivor_call_for_help == | |||
* <b>userid</b> <small>(short)</small> - The actual player entity who is awaiting rescue. | |||
* <b>subject</b> <small>(long)</small> - SurvivorRescue entity representing the player who needs to be rescued from the closet (used for position) | |||
== survivor_rescued == | |||
* <b>rescuer</b> <small>(short)</small> - player that did the rescuing | |||
* <b>victim</b> <small>(short)</small> - the survivor being rescued | |||
* <b>dooridx</b> <small>(long)</small> - ent index of the rescue door | |||
== survivor_rescue_abandoned == | |||
* <b>None</b> <small>(None)</small> - | |||
== relocated == | |||
* <b>userid</b> <small>(short)</small> - player who was relocated | |||
== respawning == | |||
* <b>userid</b> <small>(short)</small> - player who started respawning | |||
== tank_frustrated == | |||
* <b>userid</b> <small>(short)</small> - player who was culled | |||
== weapon_given == | |||
* <b>userid</b> <small>(short)</small> - player who got the weapon | |||
* <b>giver</b> <small>(short)</small> - player that did the giving | |||
* <b>weapon</b> <small>(short)</small> - weapon id given | |||
* <b>weaponentid</b> <small>(short)</small> - weapon entity id | |||
== weapon_drop == | |||
{{eventnote|Called|When an item is removed from a survivor's inventory}} | {{eventnote|Called|When an item is removed from a survivor's inventory}} | ||
{{eventnote|Related Events|Called before heal_success, defibrillator_used, upgrade_pack_used, but called after pills_used and adrenaline_used}} | {{eventnote|Related Events|Called before heal_success, defibrillator_used, upgrade_pack_used, but called after pills_used and adrenaline_used}} | ||
== | * <b>userid</b> <small>(short)</small> - player who dropped the weapon | ||
* <b>item</b> <small>(string)</small> - either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs' | |||
* <b>propid</b> <small>(short)</small> - entindex of the dropped weapon | |||
=== | == weapon_drop_to_prop == | ||
When a player drops an item that turns into a prop, such as gas can, firework box, propane tank, oxygen tank, cola bottles, gnome, etc. | |||
* <b>userid</b> <small>(short)</small> - player who dropped the weapon | |||
* <b>item</b> <small>(string)</small> - weapon string "weapon_*" | |||
=== | * <b>propid</b> <small>(short)</small> - entindex of the dropped weapon | ||
== break_breakable == | |||
Override from gameevents.res | |||
=== | * <b>userid</b> <small>(short)</small> - userid of breaker | ||
* <b>entindex</b> <small>(long)</small> - entindex of thing breaking | |||
* <b>material</b> <small>(byte)</small> - BREAK_GLASS, BREAK_WOOD, etc | |||
* <b>hulkonly</b> <small>(bool)</small> - SF_BREAK_HULK_ONLY | |||
=== | * <b>achievement</b> <small>(short)</small> - tag to identify achievement on the client | ||
== achievement_earned == | |||
* <b>player</b> <small>(byte)</small> - entindex of the player | |||
=== | * <b>achievement</b> <small>(short)</small> - achievement ID | ||
== spec_target_updated == | |||
* <b>None</b> <small>(None)</small> - | |||
=== | |||
== spawner_give_item == | |||
A spawner has given a player an item (weapon, pills, ammo, health kit, etc) | |||
* <b>userid</b> <small>(short)</small> - Item recipient | |||
* <b>item</b> <small>(string)</small> - Name of item given | |||
=== | * <b>spawner</b> <small>(long)</small> - entindex of the spawner entity | ||
== create_panic_event == | |||
A panic event has been created, though not necessarily started | |||
* <b>userid</b> <small>(short)</small> - player who was started the panic | |||
=== | |||
== explain_pills == | |||
* <b>subject</b> <small>(long)</small> - The weapon_pain_pills spawner that will be indicated | |||
=== | == explain_weapons == | ||
* <b>subject</b> <small>(long)</small> - The weapon_pain_pills spawner that will be indicated | |||
== entity_visible == | |||
* <b>userid</b> <small>(short)</small> - The player who sees the entity | |||
* <b>subject</b> <small>(long)</small> - Entindex of the entity they see | |||
* <b>classname</b> <small>(string)</small> - Classname of the entity they see | |||
* <b>entityname</b> <small>(string)</small> - name of the entity they see | |||
== weapon_spawn_visible == | |||
* <b>userid</b> <small>(short)</small> - The player who sees the entity | |||
* <b>subject</b> <small>(long)</small> - Entindex of the entity they see | |||
* <b>weaponname</b> <small>(string)</small> - weapon name, or "melee" | |||
* <b>subtype</b> <small>(string)</small> - melee weapon name | |||
== boomer_near == | |||
* <b>userid</b> <small>(short)</small> - The boomer | |||
* <b>victim</b> <small>(short)</small> - The survivor whom the boomer has gotten very close to | |||
== explain_pre_radio == | |||
explain the rescue radio will remind you to ready for the finale | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== started_pre_radio == | |||
explain the rescue radio will remind you to ready for the finale | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_radio == | |||
explain the rescue radio will start the finale | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_gas_truck == | |||
explain how pulling the lever on the gas truck will start the finale | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - The lever | |||
== explain_panic_button == | |||
explain that pressing this button will start a panic event. | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - The panic button | |||
== explain_elevator_button == | |||
explain how to operate the hospital elevator button. | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - The button | |||
== explain_lift_button == | |||
explain how to operate the lift button. | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - The lift button | |||
== explain_church_door == | |||
explain how to provoke the crazy church guy. | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - The saferoom door | |||
== explain_emergency_door == | |||
explain how to open the emergency door. | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - The door | |||
== explain_crane == | |||
explain how to lower the box on the crane. | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - The lever/button | |||
== explain_bridge == | |||
explain how to close the gates to make a bridge. | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - The button | |||
== explain_gas_can_panic == | |||
explain how to shoot the gas can. | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - The gas can | |||
== explain_van_panic == | |||
explain how to start the van. | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - The van | |||
== explain_mainstreet == | |||
explain how to lower the forklift | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - The forklift | |||
== explain_train_lever == | |||
explain how to operate the train lever. | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - The lever on box car | |||
== explain_disturbance == | |||
explain that disturbances (car alarm) attract infected horde | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - The source of disturbance | |||
== explain_scavenge_goal == | |||
explain where to put the scavenge mode items | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - The collection device | |||
== explain_scavenge_leave_area == | |||
explain that leaving the area, starts round | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - The entity | |||
== begin_scavenge_overtime == | |||
enter overtime in a scavenge round | |||
== scavenge_round_start == | |||
a scavenge round has begun | |||
* <b>round</b> <small>(byte)</small> - round number, 1 based | |||
* <b>firsthalf</b> <small>(bool)</small> - start of the first half of the round | |||
== scavenge_round_halftime == | |||
a scavenge round is in halftime | |||
== scavenge_round_finished == | |||
a scavenge round has ended | |||
== scavenge_score_tied == | |||
a team just tied the score | |||
== versus_round_start == | |||
a versus round has begun | |||
== gascan_pour_blocked == | |||
can't pour the gas, someone else already is | |||
* <b>userid</b> <small>(short)</small> - | |||
== gascan_pour_completed == | |||
player finished pouring a can | |||
* <b>userid</b> <small>(short)</small> - | |||
== gascan_dropped == | |||
* <b>userid</b> <small>(short)</small> - | |||
== gascan_pour_interrupted == | |||
we got interuppted pouring the gas can | |||
* <b>userid</b> <small>(short)</small> - person who interuppted us | |||
== scavenge_match_finished == | |||
* <b>winners</b> <small>(byte)</small> - winner team | |||
== versus_match_finished == | |||
* <b>winners</b> <small>(byte)</small> - winner team | |||
== use_target == | |||
a new use target has been found | |||
* <b>targetid</b> <small>(long)</small> - Entindex of the use target | |||
* <b>classname</b> <small>(string)</small> - classname of the use target | |||
* <b>isprop</b> <small>(bool)</small> - is this a prop that can be carried | |||
== player_use == | |||
{{eventnote|Called|When a Survivor presses +USE on a useable entity. i.e. Weapons, items, doors}} | {{eventnote|Called|When a Survivor presses +USE on a useable entity. i.e. Weapons, items, doors}} | ||
{{eventnote|Related Events|If targetid is an item, item_pickup will be called prior to player_use}} | {{eventnote|Related Events|If targetid is an item, item_pickup will be called prior to player_use}} | ||
{{ | {{Note | It will not fire when using a mounted gun.}} | ||
* <b>userid</b> <small>(short)</small> - userid of user | |||
* <b>targetid</b> <small>(long)</small> - Entindex of the used entity | |||
== friendly_fire == | |||
* <b>attacker</b> <small>(short)</small> - player who fired the weapon | |||
* <b>victim</b> <small>(short)</small> - player who got shot | |||
* <b>guilty</b> <small>(short)</small> - player who was at fault | |||
* <b>type</b> <small>(long)</small> - damage type | |||
== gameinstructor_draw == | |||
* <b>None</b> <small>(None)</small> - | |||
== gameinstructor_nodraw == | |||
* <b>None</b> <small>(None)</small> - | |||
== request_weapon_stats == | |||
* <b>userid</b> <small>(short)</small> - userid of user requesting their stats | |||
== player_talking_state == | |||
* <b>player</b> <small>(byte)</small> - | |||
* <b>istalking</b> <small>(bool)</small> - | |||
== weapon_pickup == | |||
client event for player has picked up a weapon. If that does not work, try using the "item_pickup" event. | |||
* <b>context</b> <small>(byte)</small> - split screen message context | |||
* <b>weaponid</b> <small>(byte)</small> - | |||
* <b>weaponslot</b> <small>(byte)</small> - | |||
* <b>dropped_by_infected</b> <small>(byte)</small> - gender of the Infected that dropped the weapon | |||
== hunter_punched == | |||
* <b>userid</b> <small>(short)</small> - player who caused ignition | |||
{{ | * <b>hunteruserid</b> <small>(long)</small> - user ID of Hunter | ||
* <b>islunging</b> <small>(bool)</small> - TRUE if the Hunter was in the act of lunging | |||
== hunter_headshot == | |||
* <b>userid</b> <small>(short)</small> - player who made the headshot | |||
* <b>hunteruserid</b> <small>(long)</small> - user ID of Hunter | |||
* <b>islunging</b> <small>(bool)</small> - TRUE if the Hunter was in the act of lunging | |||
== zombie_ignited == | |||
* <b>userid</b> <small>(short)</small> - player who caused ignition | |||
* <b>gender</b> <small>(short)</small> - gender (type) of the infected | |||
* <b>entityid</b> <small>(long)</small> - entity ID of Tank | |||
* <b>victimname</b> <small>(string)</small> - "Witch", "Tank", "Hunter", "Smoker", or "Infected" | |||
* <b>fire_ammo</b> <small>(bool)</small> - true if incendiary ammo was used | |||
== boomer_exploded == | |||
{{eventnote|Related Events|Fires after <code>player_death</code>}} | |||
* <b>userid</b> <small>(short)</small> - Boomer that exploded | |||
* <b>attacker</b> <small>(short)</small> - player who caused the explosion | |||
* <b>splashedbile</b> <small>(bool)</small> - Exploding boomer splashed bile on Survivors | |||
== non_pistol_fired == | |||
* <b>userid</b> <small>(short)</small> - User that fired a non-pistol weapon | |||
== weapon_fire_at_40 == | |||
This is networked, special event for game instructor | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>weapon</b> <small>(string)</small> - used weapon name | |||
* <b>weaponid</b> <small>(short)</small> - used weapon ID | |||
* <b>count</b> <small>(short)</small> - number of bullets | |||
== total_ammo_below_40 == | |||
sent for any ammo type, except those with max ammo 1, or infinite ammo, like pistols | |||
* <b>userid</b> <small>(short)</small> - | |||
== player_hurt_concise == | |||
Abbreviated version of 'player_hurt' that is networked | |||
* <b>userid</b> <small>(short)</small> - user ID who was hurt | |||
* <b>attackerentid</b> <small>(long)</small> - entity id who attacked, if attacker not a player, and userid therefore invalid | |||
* <b>type</b> <small>(long)</small> - damage type | |||
* <b>dmg_health</b> <small>(short)</small> - damage done to health | |||
== tank_killed == | |||
{{eventnote|Issues|It will not fire if the tank is not a bot.}} | |||
* <b>userid</b> <small>(short)</small> - user ID of dead tank | |||
* <b>attacker</b> <small>(short)</small> - user id of killer | |||
* <b>solo</b> <small>(bool)</small> - TRUE if a player single-handedly killed the Tank | |||
* <b>melee_only</b> <small>(bool)</small> - TRUE if the tank was only killed by melee attacks (no blast, burn, or bullet damage) | |||
* <b>l4d1_only</b> <small>(bool)</small> - TRUE if l4d1 survivors inflicted damage and the l4d2 survivors did not) | |||
=== | == tank_rock_killed == | ||
* <b>userid</b> <small>(short)</small> - user id of killer | |||
== | == achievement_write_failed == | ||
Used for a notification message when an achievement fails to write | |||
* <b>None</b> <small>(None)</small> - | |||
== ghost_spawn_time == | |||
Used for clients to know how long until they become a ghost (and can spawn) | |||
* <b>userid</b> <small>(short)</small> - user ID of the player that is becoming a ghost | |||
* <b>spawntime</b> <small>(short)</small> - How long of a wait until player is a ghost | |||
=== | == survival_at_30min == | ||
Used to know when we elapse 30 minutes on a survival map | |||
== survival_at_10min == | |||
Used to know when we elapse 10 minutes on a survival map | |||
=== | == explain_pre_drawbridge == | ||
Point out the button that will start the gauntlet finale. | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_drawbridge == | |||
=== | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_perimeter == | |||
=== | * <b>userid</b> <small>(short)</small> - | ||
* <b>subject</b> <small>(long)</small> - | |||
== explain_deactivate_alarm == | |||
* <b>userid</b> <small>(short)</small> - | |||
=== | * <b>subject</b> <small>(long)</small> - | ||
== explain_impound_lot == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
=== | |||
{{ | == explain_decon == | ||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
=== | |||
== explain_mall_window == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_mall_alarm == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_coaster == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_coaster_stop == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_decon_wait == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== gauntlet_finale_start == | |||
== explain_float == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_ferry_button == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_hatch_button == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_shack_button == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== upgrade_incendiary_ammo == | |||
* <b>userid</b> <small>(short)</small> - | |||
== upgrade_explosive_ammo == | |||
* <b>userid</b> <small>(short)</small> - | |||
== receive_upgrade == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>upgrade</b> <small>(string)</small> - | |||
== explain_vehicle_arrival == | |||
* <b>subject</b> <small>(long)</small> - | |||
== mounted_gun_start == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== mounted_gun_overheated == | |||
* <b>userid</b> <small>(short)</small> - | |||
== explain_burger_sign == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_carousel_button == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_carousel_destination == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_stage_lighting == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_stage_finale_start == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_stage_survival_start == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== ability_out_of_range == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>ability</b> <small>(string)</small> - ability classname | |||
== explain_stage_pyrotechnics == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_c3m4_radio1 == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_c3m4_radio2 == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_gates_are_open == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_c2m4_ticketbooth == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_c3m4_rescue == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_hotel_elevator_doors == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_gun_shop_tanker == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_gun_shop == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_store_alarm == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_store_item == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_store_item_stop == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_survival_generic == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_survival_alarm == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_survival_radio == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_survival_carousel == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_return_item == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_save_items == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== spit_burst == | |||
Triggers even after Spitter's death.{{eventnote|Called|Triggers when Spitter's spit hits the ground.}} | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== entered_spit == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== temp_c4m1_getgas == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== temp_c4m3_return_to_boat == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_c1m4_finale == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== c1m4_scavenge_instructions == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== punched_clown == | |||
* <b>userid</b> <small>(short)</small> - player who punched the clown | |||
== charger_killed == | |||
* <b>userid</b> <small>(short)</small> - user ID of dead charger | |||
* <b>attacker</b> <small>(short)</small> - user id of killer | |||
* <b>melee</b> <small>(bool)</small> - TRUE if a player killed the charger with a melee weapon | |||
* <b>charging</b> <small>(bool)</small> - TRUE if the charger was charging when it died | |||
== spitter_killed == | |||
{{eventnote|Called|Triggers in Spitter's death.}} | {{eventnote|Called|Triggers in Spitter's death.}} | ||
* <b>userid</b> <small>(short)</small> - user ID of dead spitter | |||
* <b>attacker</b> <small>(short)</small> - user id of killer | |||
* <b>has_spit</b> <small>(bool)</small> - TRUE if the spitter spit at some point | |||
== jockey_ride == | |||
{{ | * <b>userid</b> <small>(short)</small> - player who did the lunging | ||
{{ | * <b>victim</b> <small>(short)</small> - player that got lunged | ||
== jockey_ride_end == | |||
Fires in all cases where a jockey releases the survivor.{{Note |rescuer will return 0 when: | |||
* The jockey is being cleared by shoving. | |||
* Another special takes over the jockeyed survivor. | |||
* The commons kill the biled jockey. | |||
* The jockey incaps the survivor, including ledge-hangs. | |||
* The jockey is killed or stumbled by a charger impact. | |||
}} | |||
{{Note | | |||
* A jockey stumbled by a boomer explosion will return rescuer parameter as the boomer's userid. | |||
* Using Stagger() on the jockey will return rescuer parameter as the jockey's userid. | |||
* Using Stagger() on the survivor will return rescuer parameter as the survivor's userid.}} | |||
* <b>userid</b> <small>(short)</small> - player who did the lunging | |||
* <b>victim</b> <small>(short)</small> - player that got lunged | |||
* <b>rescuer</b> <small>(short)</small> - Who stopped it | |||
* <b>ride_length</b> <small>(float)</small> - Duration of our ride | |||
== jockey_punched == | |||
* <b>userid</b> <small>(short)</small> - user ID of player that shoved the jockey | |||
* <b>jockeyuserid</b> <small>(long)</small> - user ID of Jockey | |||
* <b>islunging</b> <small>(bool)</small> - TRUE if Jockey was in the act of lunging | |||
== jockey_headshot == | |||
* <b>userid</b> <small>(short)</small> - user ID of player that landed a headshot on the Jockey | |||
* <b>jockeyuserid</b> <small>(long)</small> - user ID of Jockey | |||
* <b>islunging</b> <small>(bool)</small> - TRUE if Jockey was in the act of lunging | |||
== jockey_killed == | |||
* <b>userid</b> <small>(short)</small> - user ID of dead jockey | |||
* <b>attacker</b> <small>(short)</small> - user id of killer | |||
* <b>weapon</b> <small>(string)</small> - weapon name | |||
== non_melee_fired == | |||
* <b>userid</b> <small>(short)</small> - User that fired a non-melee weapon | |||
== infected_decapitated == | |||
* <b>userid</b> <small>(short)</small> - userid of the player who did the decapitation | |||
* <b>weapon</b> <small>(string)</small> - melee weapon name | |||
== upgrade_pack_added == | |||
* <b>upgradeid</b> <small>(short)</small> - | |||
* <b>userid</b> <small>(short)</small> - | |||
== vomit_bomb_tank == | |||
* <b>userid</b> <small>(short)</small> - userid of the player who used the bomb | |||
== triggered_car_alarm == | |||
* <b>userid</b> <small>(short)</small> - user ID of player who activated car alarm | |||
== panic_event_finished == | |||
== charger_charge_start == | |||
The moment when the charger starts charging{{eventnote|Issues|Called more than once per ability use. For consistency, check ability_use}} | |||
{{eventnote|Issues|Called more than once per ability use. For consistency, check ability_use}} | |||
{{eventnote|Issues|Can be called after charger_charge_end. Use ability_use for an alternative start to end relationship.}} | {{eventnote|Issues|Can be called after charger_charge_end. Use ability_use for an alternative start to end relationship.}} | ||
* <b>userid</b> <small>(short)</small> - user ID of the charger | |||
== charger_charge_end == | |||
* <b>userid</b> <small>(short)</small> - user ID of the charger | |||
{{ | == charger_carry_start == | ||
The moment when the charger grabs a survivor | |||
{{bug*|Will not fire when charger stops charging right after it carries a survivor, usually happens when the survivor is near a wall. Subsequently, <code>charger_carry_end</code> will not fire.|only=l4d2}} | |||
* <b>userid</b> <small>(short)</small> - user ID of the charger | |||
* <b>victim</b> <small>(short)</small> - user ID of the player who was charged | |||
== charger_carry_end == | |||
The moment when the charger stops charging a survivor (and will soon start pummeling) | |||
* <b>userid</b> <small>(short)</small> - user ID of the charger | |||
* <b>victim</b> <small>(short)</small> - user ID of the player who was charged | |||
{{ | == charger_carry_kill == | ||
{{Note | Seems to only work on competitive gamemodes, like versus.}} | |||
When a charger kills a survivor with a carry. | |||
{{ | * <b>userid</b> <small>(short)</small> - user ID of the charger | ||
* <b>victim</b> <small>(short)</small> - user ID of the victim | |||
== charger_impact == | |||
When a charger impacts a survivor they aren't carrying | |||
* <b>userid</b> <small>(short)</small> - user ID of the charger | |||
* <b>victim</b> <small>(short)</small> - user ID of the player who was impacted | |||
== charger_pummel_start == | |||
The moment when the charger starts pummeling a survivor | |||
* <b>userid</b> <small>(short)</small> - user ID of the charger | |||
* <b>victim</b> <small>(short)</small> - user ID of the player who was charged | |||
== charger_pummel_end == | |||
When the charger is cleared from the survivor or the survivor dies. | |||
{{Note | | |||
* Killing the charger or survivor being pummeled to death will return rescuer as 0. | |||
* It will only return rescuer as the survivor's userid when staggered by pipe bomb, explosive ammo, propane/oxygen tank. | |||
* Using Stagger() on the survivor will return rescuer as 0. | |||
* Using Stagger() on the charger will return rescuer as the charger's userid.}} | |||
* <b>userid</b> (short) - user ID of the charger | |||
* <b>victim</b> (short) - user ID of the player who was charged | |||
* <b>rescuer</b> (short) - user ID of the player who rescued them | |||
== strongman_bell_knocked_off == | |||
The arcade bell on c2m4_barns | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(short)</small> - | |||
== molotov_thrown == | |||
* <b>userid</b> <small>(short)</small> - | |||
== gas_can_forced_drop == | |||
* <b>userid</b> <small>(short)</small> - player that forced the drop | |||
* <b>victim</b> <small>(short)</small> - player that dropped it | |||
== explain_need_gnome_to_continue == | |||
* <b>none</b> <small>(none)</small> - | |||
== explain_survivor_glows_disabled == | |||
* <b>userid</b> <small>(short)</small> - The player we're explaining to | |||
== explain_item_glows_disabled == | |||
* <b>userid</b> <small>(short)</small> - The player we're explaining to | |||
== explain_rescue_disabled == | |||
* <b>userid</b> <small>(short)</small> - The player we're explaining to | |||
== explain_bodyshots_reduced == | |||
* <b>userid</b> <small>(short)</small> - The player we're explaining to | |||
== explain_witch_instant_kill == | |||
* <b>userid</b> <small>(short)</small> - The player we're explaining to | |||
== set_instructor_group_enabled == | |||
* <b>group</b> <small>(string)</small> - | |||
* <b>enabled</b> <small>(short)</small> - | |||
== stashwhacker_game_won == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(short)</small> - | |||
== versus_marker_reached == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>marker</b> <small>(short)</small> - | |||
== start_score_animation == | |||
== survival_round_start == | |||
== scavenge_gas_can_destroyed == | |||
* <b>userid</b> <small>(short)</small> - The player that destroyed it | |||
== explain_sewer_gate == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_sewer_run == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== explain_c6m3_finale == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== finale_bridge_lowering == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>subject</b> <small>(long)</small> - | |||
== m60_streak_ended == | |||
I was holding down the m60 trigger, and now I'm not | |||
* <b>none</b> <small>(none)</small> - | |||
== chair_charged == | |||
* <b>userid</b> <small>(short)</small> - | |||
== song_played == | |||
* <b>none</b> <small>(none)</small> - | |||
== foot_locker_opened == | |||
* <b>userid</b> <small>(short)</small> - | |||
== player_connect_full == | |||
* <b>userid</b> <small>(short)</small> - | |||
== player_say == | |||
* <b>userid</b> <small>(short)</small> - | |||
* <b>text</b> <small>(string)</small> - | |||
Latest revision as of 02:46, 25 August 2025

This page was ported from a page from AlliedModders Wiki. It was originally at Left 4 Dead 2 Events. The original authors of this page are shown on the page's edit history page.
- Refer back to Game Events (Source) for more events.
player_death
a game event, name may be 32 charaters long; this extents the original player_death by a new fields
- userid (short) - user ID who died
- entityid (long) - entity ID who died, userid should be used first, to get the dead Player. Otherwise, it is not a player, so use this.
- attacker (short) - user ID who killed
- attackername (string) - What type of zombie, so we don't have zombie names
- attackerentid (long) - if killer not a player, the entindex of who killed. Again, use attacker first
- weapon (string) - weapon name killer used
- headshot (bool) - signals a headshot
- attackerisbot (bool) - is the attacker a bot
- victimname (string) - What type of zombie, so we don't have zombie names
- victimisbot (bool) - is the victim a bot
- abort (bool) - did the victim abort
- type (long) - damage type
- victim_x (float) -
- victim_y (float) -
- victim_z (float) -
player_hurt
Registers all playable classes (Hunter, Smoker, Boomer, Tank, Survivors). See infected_hurt for Witch and Common Infected
- local (1) - Not networked
- userid (short) - user ID who was hurt
- attacker (short) - user id who attacked
- attackerentid (long) - entity id who attacked, if attacker not a player, and userid therefore invalid
- health (short) - remaining health points
- armor (byte) - remaining armor points
- weapon (string) - weapon name attacker used, if not the world
- dmg_health (short) - damage done to health
- dmg_armor (byte) - damage done to armor
- hitgroup (byte) - hitgroup that was damaged
- type (long) - damage type
player_activate
Earliest game event that generates when a CTerrorPlayer entity is being spawned
- userid (short) - user ID on server
player_team
player change his team
- userid (short) - user ID on server
- team (byte) - team id
- oldteam (byte) - old team id
- disconnect (bool) - team change because player disconnects
- name (string) -
- isbot (bool) -
player_bot_replace
Bot replaced a player
- player (short) - user ID of the player
- bot (short) - user ID of the bot
bot_player_replace
Player replaced a bot
- bot (short) - user ID of the bot
- player (short) - user ID of the player

bot <- player
to remember whether bot is being replaced or a playerplayer_afk
- player (short) - user ID of the player
weapon_fire

- local (1) - don't network this, its way too spammy
- userid (short) -
- weapon (string) - used weapon name
- weaponid (short) - used weapon ID
- count (short) - number of bullets
weapon_fire_on_empty
- local (1) - don't network this, its way too spammy
- userid (short) -
- weapon (string) - weapon name used
- count (short) - number of bullets
weapon_reload
- userid (short) -
- manual (bool) - player manually started the reload
weapon_zoom
- userid (short) -
ability_use
Called: When an infected uses their ability
Issues: Doesn't fire for jockey
- userid (short) -
- ability (string) - Classname of ability. Possible values: 'ability_tongue', 'ability_vomit', 'ability_lunge', 'ability_spit', 'ability_charge', 'ability_throw' for the Smoker, Boomer, Hunter, Spitter, Charger and Tank respectively.
- context (short) - enum of the way it was used (different for each ability)
ammo_pickup
- userid (short) - The player who got some ammo from a weapon_ammo_spawner
item_pickup
- userid (short) -
- item (string) - either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'
golden_crowbar_pickup
- userid (short) - The player who picked up the crowbar
grenade_bounce
When a player's thrown pipebomb is currently bouncing.
- userid (short) -
hegrenade_detonate
- userid (short) -
- x (float) -
- y (float) -
- z (float) -
bullet_impact

- userid (short) -
- x (float) -
- y (float) -
- z (float) -
player_footstep
- userid (short) -
player_jump
- userid (short) -
player_blind
- userid (short) -
player_falldamage
- userid (short) - Who got hurt
- damage (float) - for how much
- causer (short) - Who caused them to do so (if anyone)
player_ledge_grab
- userid (short) - Who grabbed the ledge
- causer (short) - Who caused them to do so (if anyone)
player_ledge_release
- userid (short) - person who released from the ledge
door_moving
- entindex (long) -
- userid (short) -
door_open
- userid (short) - Who opened the door
- checkpoint (bool) - Is the door a checkpoint door
- closed (bool) - Was the door closed when it started opening?
door_close
- userid (short) - Who closed the door
- checkpoint (bool) - Is the door a checkpoint door
door_unlocked
- userid (short) - Who opened the door
- checkpoint (bool) - Is the door a checkpoint door
rescue_door_open
- userid (short) - Who opened the door
- entindex (long) - door that opened
waiting_checkpoint_door_used
Someone tried to open a checkpoint door that is locked till everyone loads in
- userid (short) - player who tried to open it
- entindex (long) - door that was used
waiting_door_used_versus
Someone tried to open a checkpoint door that is locked till everyone loads in
- userid (short) - player who tried to open it
- entindex (long) - door that was used
waiting_checkpoint_button_used
Someone tried to push a button that's locked until everyone is gathered
- userid (short) - player who tried to open it
success_checkpoint_button_used
Someone pushed a button that's locked until everyone is gathered
- userid (short) - player who openned it
round_freeze_end
- None (None) -
round_start
- timelimit (long) - round time limit in seconds
- fraglimit (long) - frag limit in seconds
- objective (string) - round objective
round_start_pre_entity
- None (None) -
- None (None) -
- area (long) -
- blocked (bool) -
- None (None) -
round_end_message
- winner (byte) - winner team/user i
- reason (byte) - reson why team won
- message (string) - end round message
round_end
- winner (byte) - winner team/user i
- reason (byte) - reson why team won
- message (string) - end round message
- time (float) -
vote_ended
- None (None) -
vote_started
- issue (string) -
- param1 (string) -
- votedata (string) -
- team (byte) -
- initiator (long) - entity id of the player who initiated the vote
- reliable (1) - this event is reliable
vote_changed
- yesVotes (byte) -
- noVotes (byte) -
- potentialVotes (byte) -
vote_passed
- details (string) -
- param1 (string) -
- team (byte) -
- reliable (1) - this event is reliable
vote_failed
- team (byte) -
- reliable (1) - this event is reliable
vote_cast_yes
- team (byte) -
- entityid (long) - entity id of the voter
vote_cast_no
- team (byte) -
- entityid (long) - entity id of the voter
infected_hurt
Registers for non-playable classes (Common Infected, Witch). See player_hurt for other playable classes
- local (1) - don't network this, its way too spammy
- attacker (short) - player userid who attacked
- entityid (long) - entity id of infected
- hitgroup (byte) - hitgroup that was damaged
- amount (short) - how much damage was done
- type (long) - damage type
infected_death
- attacker (short) - user ID who killed
- infected_id (short) - ID of the infected that died
- gender (short) - gender (type) of the infected
- weapon_id (short) - ID of the weapon used
- headshot (bool) - signals a headshot
- minigun (bool) - signals a minigun kill
- blast (bool) - signals a death from blast damage
- submerged (bool) - indicates the infected was submerged
hostname_changed
- hostname (string) -
difficulty_changed
It appears that strDifficulty is z_difficulty value
- newDifficulty (short) -
- oldDifficulty (short) -
- strDifficulty (string) -
finale_start
- rushes (short) -
finale_rush
- None (None) -
finale_escape_start
- None (None) -
finale_vehicle_incoming
- campaign (string) -
finale_vehicle_ready
- campaign (string) -
finale_vehicle_leaving
- survivorcount (short) - number of survivors that made it out
finale_win
- map_name (string) -
- difficulty (short) -
mission_lost
As in, the survivor team failed. Opposite of finale_win, but not necessarily during the finale.
- None (None) -
finale_radio_start
- health (short) -
finale_radio_damaged
- health (short) -
final_reportscreen
Right before the final report screen comes up, let awards possibly fire
- None (None) -
map_transition
When campaign cinematics start
- None (None) -
player_transitioned
When campaign cinematics end and player is transitioned to first person view
- userid (short) - the person that just finished transitioning
heal_begin
- userid (short) - person doing the healing
- subject (short) - person being healed
heal_success
- userid (short) - person doing the healing
- subject (short) - person being healed
- health_restored (short) - amount of health restored
heal_end
Issues: subject is broken for this event, it always appears to be the player doing the healing
- userid (short) - person doing the healing
- subject (short) - person being healed
heal_interrupted
- userid (short) - person who was being healed, but moved.
- subject (short) - person being healed
ammo_pack_used
- userid (short) - person giving the ammo
- subject (short) - person receiving ammo
give_weapon
- userid (short) - The giver of the weapon
- recipient (short) - The recipient of the weapon
- weapon (short) - The ID of the weapon given
pills_used
- userid (short) - person who had the pills
- subject (short) - person swallowing the pills
pills_used_fail
- userid (short) - person who tried to use the pills
ammo_pack_used_fail_no_weapon
- userid (short) - person who tried to use the ammo pack
- subject (short) - person it failed to help
ammo_pack_used_fail_full
- userid (short) - person who tried to use the ammo pack
- subject (short) - person it failed to help
ammo_pack_used_fail_doesnt_use_ammo
- userid (short) - person who tried to use the ammo pack
- subject (short) - person it failed to help
ammo_pile_weapon_cant_use_ammo
- userid (short) - person who tried to use an ammo pile with a grenade launcher
defibrillator_begin
- userid (short) - person who is defibrillating.
- subject (short) - person being revived
defibrillator_used
- userid (short) - person who used the defibrillator
- subject (short) - person it helped
defibrillator_used_fail
- userid (short) - person who tried to use the defibrillator
- subject (short) - person it failed to help
defibrillator_interrupted
- userid (short) - person who was defibrillating, but moved.
- subject (short) - person being revived
upgrade_pack_begin
- userid (short) - person who is deploying the pack
upgrade_pack_used
- upgradeid (short) - entity index of the deployed upgrade pack (either upgrade_ammo_explosive or upgrade_ammo_incendiary)
- userid (short) - person who is deploying the pack
upgrade_item_already_used
- userid (short) - person who tried to use an ammo upgrade twice
- upgradeclass (string) - classname of the upgrade we tried to use
upgrade_failed_no_primary
- userid (short) - person who tried to use an upgrade without having a primary weapon
- upgrade (string) - name of the upgrade we tried to use, eg "INCENDIARY_AMMO"
dead_survivor_visible
- userid (short) - The player who sees the entity
- subject (long) - Entindex of the entity they see
- deadplayer (short) - user id of the dead player represented
adrenaline_used
- userid (short) - person who had and used the adrenaline
revive_begin
- userid (short) - person doing the reviving
- subject (short) - person being revived
revive_success
- userid (short) - person doing the reviving
- subject (short) - person who was revived
- lastlife (bool) - person revived will die if they fall again
- ledge_hang (bool) - 1 if person revived was ledge hanging
revive_end
- userid (short) - person doing the reviving
- subject (short) - person being revived
- ledge_hang (bool) - person is ledge hanging
drag_begin
- userid (short) - person doing the dragging
- subject (short) - person being dragged
drag_end
- userid (short) - person doing the dragging
- subject (short) - person being dragged
player_incapacitated
when a player becomes incapacitated. This is also called when a tank is killed.
- userid (short) - person who became incapacitated
- attacker (short) - user ID who made us incapacitated
- attackerentid (long) - if attacker not player, entindex of who made us incapacitated
- weapon (string) - weapon name attacker used
- type (long) - damage type
player_incapacitated_start
when a player is about to become incapacitated, so you can see his last living state
- userid (short) - person who became incapacitated
- attacker (short) - user ID who made us incapacitated
- attackerentid (long) - if attacker not player, entindex of who made us incapacitated
- weapon (string) - weapon name attacker used
- type (long) - damage type
player_entered_start_area
when a player spawns into the player start area
- userid (short) - person who entered
player_first_spawn
when a player spawns for the first time in a given mission
- userid (short) - person who spawned
- map_name (string) -
- isbot (bool) -
player_left_start_area
when a player leaves the player start area
- userid (short) - person who left
player_left_safe_area
when a player leaves the safe area
- userid (short) - person who left
- playercount (byte) -
player_entered_checkpoint
when a basecombatcharacter enters a checkpoint area
- userid (short) - player who entered
- entityid (long) - If not a player, the entity index of the one entering
- door (long) - Entindex of the checkpoint door the player entered to get here.
- area (long) -
- doorname (string) - name of the entity they see
player_left_checkpoint
when a player leaves a checkpoint area
- userid (short) - player who left
- entityid (long) - If not a player, the entity index of the one exiting
- area (long) -
player_shoved
Issues: Will not fire when shoving a survivor that is currently in combat.
- userid (short) - player index who was shoved
- attacker (short) - player index who attacked them
entity_shoved
- entityid (short) - the entity index of the one who was shoved
- attacker (short) - player index who attacked them
player_jump_apex
- userid (short) - player who jumped
player_blocked
- userid (short) - player index who was trying to move
- blocker (short) - player index who kept them from moving
player_now_it
- userid (short) - Player who is now it
- attacker (short) - player that did the it-ing
- exploded (bool) - whether it was vomit or explosion
- infected (bool) - is the vomit infectious
- by_boomer (bool) - came from a boomer
player_no_longer_it
- userid (short) - Player who is now no longer it
witch_harasser_set
- userid (short) - Player who woke up the witch
- witchid (long) - Entindex of witch woken up
- first (bool) - First time the witch set a harasser
witch_spawn
- witchid (long) - Entindex of witch spawning right now.
witch_killed
- userid (short) - Player who killed the witch
- witchid (long) - Entindex of witch that was killed.
- oneshot (bool) - TRUE if the Witch was killed with one shot
- melee_only (bool) - TRUE if the witch was only killed by melee attacks (no blast, burn, or bullet damage)
- bride (bool) - bride variant?
tank_spawn
- userid (short) - User ID of the tank spawning now
- tankid (long) - Entindex of tank spawning right now.
melee_kill
- userid (short) - Player who bashed the infected
- entityid (long) - Entindex of infected what got killed
- ambush (bool) - Infected was unaware when killed
area_cleared
- userid (short) - person who cleared the area
- area (long) - id of the cleared area
award_earned
- userid (short) - player who earned the award
- entityid (long) - client likes ent id
- subjectentid (long) - entity id of other party in the award, if any
- award (short) - id of award earned
tongue_grab
- userid (short) - player who did the grabbing
- victim (short) - player that got grabbed
tongue_broke_bent
- userid (short) - Tongue owner
tongue_broke_victim_died
- userid (short) - Tongue owner
tongue_release
Fired in all cases where the tongue releases a victim, whether choked or not, etc.

- Fires twice in all release cases, except
tongue_broke_bent
where it only fires once. - Second firation will return distance and victim parameters as 0.
- userid (short) - The tongue owner
- victim (short) - The (now released) victim
- distance (long) - Distance the victim was dragged.
choke_start
- userid (short) - The choker
- victim (short) - The person being choked
choke_end
- userid (short) - The choker
- victim (short) - The person being choked
choke_stopped
Called when a smoker tongue is cleared on a choked player, fires alongside choke_end
(choke_stopped
fires first).

choke_end
still fires):
- The smoker is staggered with propane/oxygen tank, pipe bomb, explosive ammo, grenade launcher, boomer explosion, and charger impact.
- Another special takes over the pinned survivor or kills the smoker.
- The smoker is killed by gascan, firework box, molotov, and incendiary ammo.
- The smoker ledge-hanged the survivor.
- Using Stagger() on either the smoker or the survivor.
Issues: While the event does not fire while staggering the smoker with the methods above, it will fire when it is killed using only the grenade launcher and explosive ammo.
- userid (short) - Who stopped it
- victim (short) - And who was being choked
- smoker (short) - The tongue owner
- release_type (short) - How did it break?
tongue_pull_stopped
Called when a smoker tongue is cleared on a dragging player. Includes cuts.

- The smoker is staggered with propane/oxygen tank, pipe bomb, explosive ammo, grenade launcher, boomer explosion, and charger impact.
- Another special takes over the pinned survivor or kills the smoker.
- The smoker is killed by gascan, firework box, molotov, and incendiary ammo.
- The smoker ledge-hanged the survivor.
- Using Stagger() on either the smoker or the survivor.
Issues: While the event does not fire while staggering the smoker with the methods above, it will fire when it is killed using only the grenade launcher and explosive ammo.
- userid (short) - Who stopped it
- victim (short) - And who was being pulled
- smoker (short) - The tongue owner
- release_type (short) - How did it break?
- damage_type (long) - bullet, slash, chainsaw
lunge_shove
- userid (short) - player who did the lunging
- victim (short) - player that got lunged
lunge_pounce
- userid (short) - player who did the lunging
- victim (short) - player that got lunged
- distance (long) - Distance from pounce start to contact
- damage (short) -
pounce_end
- userid (short) - Player who did the pouncing
- victim (short) - And who was being pounced
pounce_stopped
Fires whenever a player clearing a hunter dominating a survivor, fires alongside pounce_end
(pounce_stopped
is fired first).

- Will not fire if staggered by pipe bomb, propane/oxygen tank, explosive ammo, grenade_launcher, boomer explosion, charger impact, and Stagger(). (
pounce_end
will still fire) - Fires if the hunter killed by any methods above, except boomer explosion and charger impact.
- A special that kills the hunter will return userid as the special's userid.
- Killing the hunter by shoving will fire this event before player_hurt. However, killing it by any other means will fire the event after player_hurt.
Issues: Shoving a hunter right after it pounces a survivor will not release the survivor, but the event will still fire.
- userid (short) - Who stopped it
- victim (short) - And who was being pounced
pounce_attempt_stopped
- userid (short) - Who stopped it
- weaponid (short) - used weapon ID
fatal_vomit
- userid (short) - Who vomited
- victim (short) - And who was killed or incapped
survivor_call_for_help
- userid (short) - The actual player entity who is awaiting rescue.
- subject (long) - SurvivorRescue entity representing the player who needs to be rescued from the closet (used for position)
survivor_rescued
- rescuer (short) - player that did the rescuing
- victim (short) - the survivor being rescued
- dooridx (long) - ent index of the rescue door
survivor_rescue_abandoned
- None (None) -
relocated
- userid (short) - player who was relocated
respawning
- userid (short) - player who started respawning
tank_frustrated
- userid (short) - player who was culled
weapon_given
- userid (short) - player who got the weapon
- giver (short) - player that did the giving
- weapon (short) - weapon id given
- weaponentid (short) - weapon entity id
weapon_drop
Called: When an item is removed from a survivor's inventory
Related Events: Called before heal_success, defibrillator_used, upgrade_pack_used, but called after pills_used and adrenaline_used
- userid (short) - player who dropped the weapon
- item (string) - either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'
- propid (short) - entindex of the dropped weapon
weapon_drop_to_prop
When a player drops an item that turns into a prop, such as gas can, firework box, propane tank, oxygen tank, cola bottles, gnome, etc.
- userid (short) - player who dropped the weapon
- item (string) - weapon string "weapon_*"
- propid (short) - entindex of the dropped weapon
break_breakable
Override from gameevents.res
- userid (short) - userid of breaker
- entindex (long) - entindex of thing breaking
- material (byte) - BREAK_GLASS, BREAK_WOOD, etc
- hulkonly (bool) - SF_BREAK_HULK_ONLY
- achievement (short) - tag to identify achievement on the client
achievement_earned
- player (byte) - entindex of the player
- achievement (short) - achievement ID
spec_target_updated
- None (None) -
spawner_give_item
A spawner has given a player an item (weapon, pills, ammo, health kit, etc)
- userid (short) - Item recipient
- item (string) - Name of item given
- spawner (long) - entindex of the spawner entity
create_panic_event
A panic event has been created, though not necessarily started
- userid (short) - player who was started the panic
explain_pills
- subject (long) - The weapon_pain_pills spawner that will be indicated
explain_weapons
- subject (long) - The weapon_pain_pills spawner that will be indicated
entity_visible
- userid (short) - The player who sees the entity
- subject (long) - Entindex of the entity they see
- classname (string) - Classname of the entity they see
- entityname (string) - name of the entity they see
weapon_spawn_visible
- userid (short) - The player who sees the entity
- subject (long) - Entindex of the entity they see
- weaponname (string) - weapon name, or "melee"
- subtype (string) - melee weapon name
boomer_near
- userid (short) - The boomer
- victim (short) - The survivor whom the boomer has gotten very close to
explain_pre_radio
explain the rescue radio will remind you to ready for the finale
- userid (short) -
- subject (long) -
started_pre_radio
explain the rescue radio will remind you to ready for the finale
- userid (short) -
- subject (long) -
explain_radio
explain the rescue radio will start the finale
- userid (short) -
- subject (long) -
explain_gas_truck
explain how pulling the lever on the gas truck will start the finale
- userid (short) -
- subject (long) - The lever
explain_panic_button
explain that pressing this button will start a panic event.
- userid (short) -
- subject (long) - The panic button
explain_elevator_button
explain how to operate the hospital elevator button.
- userid (short) -
- subject (long) - The button
explain_lift_button
explain how to operate the lift button.
- userid (short) -
- subject (long) - The lift button
explain_church_door
explain how to provoke the crazy church guy.
- userid (short) -
- subject (long) - The saferoom door
explain_emergency_door
explain how to open the emergency door.
- userid (short) -
- subject (long) - The door
explain_crane
explain how to lower the box on the crane.
- userid (short) -
- subject (long) - The lever/button
explain_bridge
explain how to close the gates to make a bridge.
- userid (short) -
- subject (long) - The button
explain_gas_can_panic
explain how to shoot the gas can.
- userid (short) -
- subject (long) - The gas can
explain_van_panic
explain how to start the van.
- userid (short) -
- subject (long) - The van
explain_mainstreet
explain how to lower the forklift
- userid (short) -
- subject (long) - The forklift
explain_train_lever
explain how to operate the train lever.
- userid (short) -
- subject (long) - The lever on box car
explain_disturbance
explain that disturbances (car alarm) attract infected horde
- userid (short) -
- subject (long) - The source of disturbance
explain_scavenge_goal
explain where to put the scavenge mode items
- userid (short) -
- subject (long) - The collection device
explain_scavenge_leave_area
explain that leaving the area, starts round
- userid (short) -
- subject (long) - The entity
begin_scavenge_overtime
enter overtime in a scavenge round
scavenge_round_start
a scavenge round has begun
- round (byte) - round number, 1 based
- firsthalf (bool) - start of the first half of the round
scavenge_round_halftime
a scavenge round is in halftime
scavenge_round_finished
a scavenge round has ended
scavenge_score_tied
a team just tied the score
versus_round_start
a versus round has begun
gascan_pour_blocked
can't pour the gas, someone else already is
- userid (short) -
gascan_pour_completed
player finished pouring a can
- userid (short) -
gascan_dropped
- userid (short) -
gascan_pour_interrupted
we got interuppted pouring the gas can
- userid (short) - person who interuppted us
scavenge_match_finished
- winners (byte) - winner team
versus_match_finished
- winners (byte) - winner team
use_target
a new use target has been found
- targetid (long) - Entindex of the use target
- classname (string) - classname of the use target
- isprop (bool) - is this a prop that can be carried
player_use
Called: When a Survivor presses +USE on a useable entity. i.e. Weapons, items, doors
Related Events: If targetid is an item, item_pickup will be called prior to player_use

- userid (short) - userid of user
- targetid (long) - Entindex of the used entity
friendly_fire
- attacker (short) - player who fired the weapon
- victim (short) - player who got shot
- guilty (short) - player who was at fault
- type (long) - damage type
gameinstructor_draw
- None (None) -
gameinstructor_nodraw
- None (None) -
request_weapon_stats
- userid (short) - userid of user requesting their stats
player_talking_state
- player (byte) -
- istalking (bool) -
weapon_pickup
client event for player has picked up a weapon. If that does not work, try using the "item_pickup" event.
- context (byte) - split screen message context
- weaponid (byte) -
- weaponslot (byte) -
- dropped_by_infected (byte) - gender of the Infected that dropped the weapon
hunter_punched
- userid (short) - player who caused ignition
- hunteruserid (long) - user ID of Hunter
- islunging (bool) - TRUE if the Hunter was in the act of lunging
hunter_headshot
- userid (short) - player who made the headshot
- hunteruserid (long) - user ID of Hunter
- islunging (bool) - TRUE if the Hunter was in the act of lunging
zombie_ignited
- userid (short) - player who caused ignition
- gender (short) - gender (type) of the infected
- entityid (long) - entity ID of Tank
- victimname (string) - "Witch", "Tank", "Hunter", "Smoker", or "Infected"
- fire_ammo (bool) - true if incendiary ammo was used
boomer_exploded
Related Events: Fires after
player_death
- userid (short) - Boomer that exploded
- attacker (short) - player who caused the explosion
- splashedbile (bool) - Exploding boomer splashed bile on Survivors
non_pistol_fired
- userid (short) - User that fired a non-pistol weapon
weapon_fire_at_40
This is networked, special event for game instructor
- userid (short) -
- weapon (string) - used weapon name
- weaponid (short) - used weapon ID
- count (short) - number of bullets
total_ammo_below_40
sent for any ammo type, except those with max ammo 1, or infinite ammo, like pistols
- userid (short) -
player_hurt_concise
Abbreviated version of 'player_hurt' that is networked
- userid (short) - user ID who was hurt
- attackerentid (long) - entity id who attacked, if attacker not a player, and userid therefore invalid
- type (long) - damage type
- dmg_health (short) - damage done to health
tank_killed
Issues: It will not fire if the tank is not a bot.
- userid (short) - user ID of dead tank
- attacker (short) - user id of killer
- solo (bool) - TRUE if a player single-handedly killed the Tank
- melee_only (bool) - TRUE if the tank was only killed by melee attacks (no blast, burn, or bullet damage)
- l4d1_only (bool) - TRUE if l4d1 survivors inflicted damage and the l4d2 survivors did not)
tank_rock_killed
- userid (short) - user id of killer
achievement_write_failed
Used for a notification message when an achievement fails to write
- None (None) -
ghost_spawn_time
Used for clients to know how long until they become a ghost (and can spawn)
- userid (short) - user ID of the player that is becoming a ghost
- spawntime (short) - How long of a wait until player is a ghost
survival_at_30min
Used to know when we elapse 30 minutes on a survival map
survival_at_10min
Used to know when we elapse 10 minutes on a survival map
explain_pre_drawbridge
Point out the button that will start the gauntlet finale.
- userid (short) -
- subject (long) -
explain_drawbridge
- userid (short) -
- subject (long) -
explain_perimeter
- userid (short) -
- subject (long) -
explain_deactivate_alarm
- userid (short) -
- subject (long) -
explain_impound_lot
- userid (short) -
- subject (long) -
explain_decon
- userid (short) -
- subject (long) -
explain_mall_window
- userid (short) -
- subject (long) -
explain_mall_alarm
- userid (short) -
- subject (long) -
explain_coaster
- userid (short) -
- subject (long) -
explain_coaster_stop
- userid (short) -
- subject (long) -
explain_decon_wait
- userid (short) -
- subject (long) -
gauntlet_finale_start
explain_float
- userid (short) -
- subject (long) -
explain_ferry_button
- userid (short) -
- subject (long) -
explain_hatch_button
- userid (short) -
- subject (long) -
explain_shack_button
- userid (short) -
- subject (long) -
upgrade_incendiary_ammo
- userid (short) -
upgrade_explosive_ammo
- userid (short) -
receive_upgrade
- userid (short) -
- upgrade (string) -
explain_vehicle_arrival
- subject (long) -
mounted_gun_start
- userid (short) -
- subject (long) -
mounted_gun_overheated
- userid (short) -
explain_burger_sign
- userid (short) -
- subject (long) -
explain_carousel_button
- userid (short) -
- subject (long) -
explain_carousel_destination
- userid (short) -
- subject (long) -
explain_stage_lighting
- userid (short) -
- subject (long) -
explain_stage_finale_start
- userid (short) -
- subject (long) -
explain_stage_survival_start
- userid (short) -
- subject (long) -
ability_out_of_range
- userid (short) -
- ability (string) - ability classname
explain_stage_pyrotechnics
- userid (short) -
- subject (long) -
explain_c3m4_radio1
- userid (short) -
- subject (long) -
explain_c3m4_radio2
- userid (short) -
- subject (long) -
explain_gates_are_open
- userid (short) -
- subject (long) -
explain_c2m4_ticketbooth
- userid (short) -
- subject (long) -
explain_c3m4_rescue
- userid (short) -
- subject (long) -
explain_hotel_elevator_doors
- userid (short) -
- subject (long) -
explain_gun_shop_tanker
- userid (short) -
- subject (long) -
explain_gun_shop
- userid (short) -
- subject (long) -
explain_store_alarm
- userid (short) -
- subject (long) -
explain_store_item
- userid (short) -
- subject (long) -
explain_store_item_stop
- userid (short) -
- subject (long) -
explain_survival_generic
- userid (short) -
- subject (long) -
explain_survival_alarm
- userid (short) -
- subject (long) -
explain_survival_radio
- userid (short) -
- subject (long) -
explain_survival_carousel
- userid (short) -
- subject (long) -
explain_return_item
- userid (short) -
- subject (long) -
explain_save_items
- userid (short) -
- subject (long) -
spit_burst
Triggers even after Spitter's death.Called: Triggers when Spitter's spit hits the ground.
- userid (short) -
- subject (long) -
entered_spit
- userid (short) -
- subject (long) -
temp_c4m1_getgas
- userid (short) -
- subject (long) -
temp_c4m3_return_to_boat
- userid (short) -
- subject (long) -
explain_c1m4_finale
- userid (short) -
- subject (long) -
c1m4_scavenge_instructions
- userid (short) -
- subject (long) -
punched_clown
- userid (short) - player who punched the clown
charger_killed
- userid (short) - user ID of dead charger
- attacker (short) - user id of killer
- melee (bool) - TRUE if a player killed the charger with a melee weapon
- charging (bool) - TRUE if the charger was charging when it died
spitter_killed
Called: Triggers in Spitter's death.
- userid (short) - user ID of dead spitter
- attacker (short) - user id of killer
- has_spit (bool) - TRUE if the spitter spit at some point
jockey_ride
- userid (short) - player who did the lunging
- victim (short) - player that got lunged
jockey_ride_end
Fires in all cases where a jockey releases the survivor.

- The jockey is being cleared by shoving.
- Another special takes over the jockeyed survivor.
- The commons kill the biled jockey.
- The jockey incaps the survivor, including ledge-hangs.
- The jockey is killed or stumbled by a charger impact.

- A jockey stumbled by a boomer explosion will return rescuer parameter as the boomer's userid.
- Using Stagger() on the jockey will return rescuer parameter as the jockey's userid.
- Using Stagger() on the survivor will return rescuer parameter as the survivor's userid.
- userid (short) - player who did the lunging
- victim (short) - player that got lunged
- rescuer (short) - Who stopped it
- ride_length (float) - Duration of our ride
jockey_punched
- userid (short) - user ID of player that shoved the jockey
- jockeyuserid (long) - user ID of Jockey
- islunging (bool) - TRUE if Jockey was in the act of lunging
jockey_headshot
- userid (short) - user ID of player that landed a headshot on the Jockey
- jockeyuserid (long) - user ID of Jockey
- islunging (bool) - TRUE if Jockey was in the act of lunging
jockey_killed
- userid (short) - user ID of dead jockey
- attacker (short) - user id of killer
- weapon (string) - weapon name
non_melee_fired
- userid (short) - User that fired a non-melee weapon
infected_decapitated
- userid (short) - userid of the player who did the decapitation
- weapon (string) - melee weapon name
upgrade_pack_added
- upgradeid (short) -
- userid (short) -
vomit_bomb_tank
- userid (short) - userid of the player who used the bomb
triggered_car_alarm
- userid (short) - user ID of player who activated car alarm
panic_event_finished
charger_charge_start
The moment when the charger starts chargingIssues: Called more than once per ability use. For consistency, check ability_use
Issues: Can be called after charger_charge_end. Use ability_use for an alternative start to end relationship.
- userid (short) - user ID of the charger
charger_charge_end
- userid (short) - user ID of the charger
charger_carry_start
The moment when the charger grabs a survivor

charger_carry_end
will not fire.- userid (short) - user ID of the charger
- victim (short) - user ID of the player who was charged
charger_carry_end
The moment when the charger stops charging a survivor (and will soon start pummeling)
- userid (short) - user ID of the charger
- victim (short) - user ID of the player who was charged
charger_carry_kill

When a charger kills a survivor with a carry.
- userid (short) - user ID of the charger
- victim (short) - user ID of the victim
charger_impact
When a charger impacts a survivor they aren't carrying
- userid (short) - user ID of the charger
- victim (short) - user ID of the player who was impacted
charger_pummel_start
The moment when the charger starts pummeling a survivor
- userid (short) - user ID of the charger
- victim (short) - user ID of the player who was charged
charger_pummel_end
When the charger is cleared from the survivor or the survivor dies.

- Killing the charger or survivor being pummeled to death will return rescuer as 0.
- It will only return rescuer as the survivor's userid when staggered by pipe bomb, explosive ammo, propane/oxygen tank.
- Using Stagger() on the survivor will return rescuer as 0.
- Using Stagger() on the charger will return rescuer as the charger's userid.
strongman_bell_knocked_off
The arcade bell on c2m4_barns
- userid (short) -
- subject (short) -
molotov_thrown
- userid (short) -
gas_can_forced_drop
- userid (short) - player that forced the drop
- victim (short) - player that dropped it
explain_need_gnome_to_continue
- none (none) -
explain_survivor_glows_disabled
- userid (short) - The player we're explaining to
explain_item_glows_disabled
- userid (short) - The player we're explaining to
explain_rescue_disabled
- userid (short) - The player we're explaining to
explain_bodyshots_reduced
- userid (short) - The player we're explaining to
explain_witch_instant_kill
- userid (short) - The player we're explaining to
set_instructor_group_enabled
- group (string) -
- enabled (short) -
stashwhacker_game_won
- userid (short) -
- subject (short) -
versus_marker_reached
- userid (short) -
- marker (short) -
start_score_animation
survival_round_start
scavenge_gas_can_destroyed
- userid (short) - The player that destroyed it
explain_sewer_gate
- userid (short) -
- subject (long) -
explain_sewer_run
- userid (short) -
- subject (long) -
explain_c6m3_finale
- userid (short) -
- subject (long) -
finale_bridge_lowering
- userid (short) -
- subject (long) -
m60_streak_ended
I was holding down the m60 trigger, and now I'm not
- none (none) -
chair_charged
- userid (short) -
song_played
- none (none) -
foot_locker_opened
- userid (short) -
player_connect_full
- userid (short) -
player_say
- userid (short) -
- text (string) -