Left 4 Dead 2/Scripting/Game Events: Difference between revisions
Interneted (talk | contribs) m (→tank_killed)  | 
				Interneted (talk | contribs)   | 
				||
| (33 intermediate revisions by 3 users not shown) | |||
| Line 22: | Line 22: | ||
* <b>victim_y</b> <small>(float)</small> -    | * <b>victim_y</b> <small>(float)</small> -    | ||
* <b>victim_z</b> <small>(float)</small> -    | * <b>victim_z</b> <small>(float)</small> -    | ||
== player_hurt ==  | == player_hurt ==  | ||
| Line 37: | Line 36: | ||
* <b>hitgroup</b> <small>(byte)</small> - hitgroup that was damaged  | * <b>hitgroup</b> <small>(byte)</small> - hitgroup that was damaged  | ||
* <b>type</b> <small>(long)</small> - damage type  | * <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_team ==  | ||
| Line 48: | Line 51: | ||
== player_bot_replace ==  | == player_bot_replace ==  | ||
{{eventnote|Related Events|Fires alongside <code>player_first_spawn</code> in order to spawn the bot; this event fires afterwards.}}  | |||
Bot replaced a player  | Bot replaced a player  | ||
* <b>player</b> <small>(short)</small> - user ID of the player  | * <b>player</b> <small>(short)</small> - user ID of the player  | ||
| Line 56: | Line 60: | ||
* <b>bot</b> <small>(short)</small> - user ID of the bot  | * <b>bot</b> <small>(short)</small> - user ID of the bot  | ||
* <b>player</b> <small>(short)</small> - user ID of the player  | * <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 ==  | == player_afk ==  | ||
* <b>player</b> <small>(short)</small> - user ID of the player  | * <b>player</b> <small>(short)</small> - user ID of the player  | ||
== weapon_fire ==  | == 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>local</b> <small>(1)</small> - don't network this, its way too spammy  | ||
* <b>userid</b> <small>(short)</small> -    | * <b>userid</b> <small>(short)</small> -    | ||
| Line 107: | Line 113: | ||
== grenade_bounce ==  | == grenade_bounce ==  | ||
When a player's thrown pipebomb is currently bouncing.  | |||
* <b>userid</b> <small>(short)</small> -    | * <b>userid</b> <small>(short)</small> -  | ||
== hegrenade_detonate ==  | == hegrenade_detonate ==  | ||
| Line 118: | Line 124: | ||
== bullet_impact ==  | == bullet_impact ==  | ||
{{bug*|Will not fire for the grenade launcher and miniguns.|only=l4d2}}  | |||
* <b>userid</b> <small>(short)</small> -    | * <b>userid</b> <small>(short)</small> -    | ||
* <b>x</b> <small>(float)</small> -    | * <b>x</b> <small>(float)</small> -    | ||
* <b>y</b> <small>(float)</small> -    | * <b>y</b> <small>(float)</small> -    | ||
* <b>z</b> <small>(float)</small> -    | * <b>z</b> <small>(float)</small> -  | ||
== player_footstep ==  | == player_footstep ==  | ||
| Line 199: | Line 205: | ||
== round_start ==  | == round_start ==  | ||
{{eventnote|Related Events|Fires alongside <code>round_start_pre_entity</code> and <code>round_start_post_nav</code>.}}  | |||
{{eventnote|Event order|<code>round_start_pre_entity</code>, <code>round_start_post_nav</code>, <code>round_start</code>.}}  | |||
* <b>timelimit</b> <small>(long)</small> - round time limit in seconds  | * <b>timelimit</b> <small>(long)</small> - round time limit in seconds  | ||
* <b>fraglimit</b> <small>(long)</small> - frag limit in seconds  | * <b>fraglimit</b> <small>(long)</small> - frag limit in seconds  | ||
| Line 204: | Line 212: | ||
== round_start_pre_entity ==  | == round_start_pre_entity ==  | ||
{{eventnote|Related Events|Fires alongside <code>round_start_post_nav</code> and <code>round_start</code>.}}  | |||
* <b>None</b> <small>(None)</small> -    | {{eventnote|Event order|<code>round_start_pre_entity</code>, <code>round_start_post_nav</code>, <code>round_start</code>.}}  | ||
* <b>None</b> <small>(None)</small> -  | |||
== round_start_post_nav ==  | == round_start_post_nav ==  | ||
{{eventnote|Related Events|Fires alongside <code>round_start_pre_entity</code> and <code>round_start</code>.}}  | |||
* <b>None</b> <small>(None)</small> -    | {{eventnote|Event order|<code>round_start_pre_entity</code>, <code>round_start_post_nav</code>, <code>round_start</code>.}}  | ||
* <b>None</b> <small>(None)</small> -  | |||
== nav_blocked ==  | == nav_blocked ==  | ||
| Line 359: | Line 369: | ||
== player_transitioned ==  | == player_transitioned ==  | ||
{{Note |   | |||
* Fires when a player has transitioned to a new chapter from the previous chapter in a campaign.  | |||
* While in coop or realism and the map is not a first session (<code>!Director.IsSessionStartMap()</code>), fires after a map reset because of mission loss.  | |||
* Fires alongside <code>player_spawn</code>, if the survivor has died from the previous chapter, this event fires first, and vice versa.  | |||
* This event will never fire on versus, the game treats every versus game as the first session.}}  | |||
* <b>userid</b> <small>(short)</small> - the person that just finished transitioning  | * <b>userid</b> <small>(short)</small> - the person that just finished transitioning  | ||
== heal_begin ==  | == heal_begin ==  | ||
| Line 712: | Line 726: | ||
* Fires if the hunter killed by any methods above, except boomer explosion and charger impact.  | * 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.  | * 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.}}  | {{eventnote|Issues|Shoving a hunter right after it pounces a survivor will not release the survivor, but the event will still fire.}}  | ||
| Line 770: | Line 785: | ||
== weapon_drop_to_prop ==  | == 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>userid</b> <small>(short)</small> - player who dropped the weapon  | ||
* <b>item</b> <small>(string)</small> - weapon string "weapon_*"  | * <b>item</b> <small>(string)</small> - weapon string "weapon_*"  | ||
| Line 971: | Line 986: | ||
== player_use ==  | == player_use ==  | ||
{{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>userid</b> <small>(short)</small> - userid of user  | ||
| Line 1,030: | Line 1,046: | ||
== boomer_exploded ==  | == boomer_exploded ==  | ||
{{eventnote|Related Events|Fires after <code>player_death</code>}}  | |||
* <b>userid</b> <small>(short)</small> - Boomer that exploded  | * <b>userid</b> <small>(short)</small> - Boomer that exploded  | ||
* <b>attacker</b> <small>(short)</small> - player who caused the explosion  | * <b>attacker</b> <small>(short)</small> - player who caused the explosion  | ||
| Line 1,036: | Line 1,052: | ||
== non_pistol_fired ==  | == non_pistol_fired ==  | ||
{{Note |   | |||
* Only fires once for each survivor; subsequent non-pistol weapons being shot will not fire this event. Most likely used to detect if a survivor has used a melee weapon or not for melee-only achievements.  | |||
* It will continue firing again after a map transition, reset and team swap.}}  | |||
* <b>userid</b> <small>(short)</small> - User that fired a non-pistol weapon  | * <b>userid</b> <small>(short)</small> - User that fired a non-pistol weapon  | ||
| Line 1,414: | Line 1,433: | ||
== non_melee_fired ==  | == non_melee_fired ==  | ||
{{Note |   | |||
* Only fires once for each survivor; subsequent non-melee weapons being shot will not fire this event. Most likely used to detect if a survivor has used a non-melee weapon or not for non-melee achievements.  | |||
* It will continue firing again after a map transition, reset and team swap.}}  | |||
* <b>userid</b> <small>(short)</small> - User that fired a non-melee weapon  | * <b>userid</b> <small>(short)</small> - User that fired a non-melee weapon  | ||
| Line 1,429: | Line 1,451: | ||
== vomit_bomb_tank ==  | == vomit_bomb_tank ==  | ||
{{eventnote|Called|When a survivor biled a tank using a vomit jar.}}  | |||
* <b>userid</b> <small>(short)</small> - userid of the player who   | {{Note | Will not fire when biled using HitWithVomit() script function. }}  | ||
* <b>userid</b> <small>(short)</small> - userid of the player who biled the tank  | |||
== triggered_car_alarm ==  | == triggered_car_alarm ==  | ||
| Line 1,452: | Line 1,475: | ||
== charger_carry_start ==  | == charger_carry_start ==  | ||
The moment when the charger grabs a survivor  | 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>userid</b> <small>(short)</small> - user ID of the charger  | ||
* <b>victim</b> <small>(short)</small> - user ID of the player who was charged  | * <b>victim</b> <small>(short)</small> - user ID of the player who was charged  | ||
| Line 1,461: | Line 1,485: | ||
== charger_carry_kill ==  | == charger_carry_kill ==  | ||
{{Note | Seems to only work on competitive gamemodes, like versus.}}   | |||
When a charger kills a survivor with a carry.  | When a charger kills a survivor with a carry.  | ||
* <b>userid</b> <small>(short)</small> - user ID of the charger  | * <b>userid</b> <small>(short)</small> - user ID of the charger  | ||
* <b>victim</b> <small>(short)</small> - user ID of the victim  | * <b>victim</b> <small>(short)</small> - user ID of the victim  | ||
== charger_impact ==  | == charger_impact ==  | ||
| Line 1,483: | Line 1,507: | ||
* Using Stagger() on the survivor will return rescuer as 0.  | * Using Stagger() on the survivor will return rescuer as 0.  | ||
* Using Stagger() on the charger will return rescuer as the charger's userid.}}    | * Using Stagger() on the charger will return rescuer as the charger's userid.}}    | ||
* <b>userid</b> (short) - user ID of the charger  | * <b>userid</b> (short) - user ID of the charger  | ||
* <b>victim</b> (short) - user ID of the player who was charged  | * <b>victim</b> (short) - user ID of the player who was charged  | ||
| Line 1,529: | Line 1,554: | ||
* <b>group</b> <small>(string)</small> -    | * <b>group</b> <small>(string)</small> -    | ||
* <b>enabled</b> <small>(short)</small> -    | * <b>enabled</b> <small>(short)</small> -    | ||
== versus_marker_reached ==  | == versus_marker_reached ==  | ||
| Line 1,585: | Line 1,605: | ||
* <b>userid</b> <small>(short)</small> -  | * <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> -  | |||
== stashwhacker_game_won ==  | |||
{{eventnote|Called|Fires after winning a game of stashwhacker in chapter 4 of Dark Carnival (c2m4).}}  | |||
* <b>subject</b> <small>(long)</small> - info_game_event_proxy entity for wam_achievement_event  | |||
Latest revision as of 04:14, 2 November 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
Related Events: Fires alongside player_first_spawn in order to spawn the bot; this event fires afterwards.
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
Related Events: Fires alongside round_start_pre_entity and round_start_post_nav.
Event order: round_start_pre_entity, round_start_post_nav, round_start.
- timelimit (long) - round time limit in seconds
 - fraglimit (long) - frag limit in seconds
 - objective (string) - round objective
 
round_start_pre_entity
Related Events: Fires alongside round_start_post_nav and round_start.
Event order: round_start_pre_entity, round_start_post_nav, round_start.
- None (None) -
 
Related Events: Fires alongside round_start_pre_entity and round_start.
Event order: round_start_pre_entity, round_start_post_nav, round_start.
- 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
- Fires when a player has transitioned to a new chapter from the previous chapter in a campaign.
 - While in coop or realism and the map is not a first session (
!Director.IsSessionStartMap()), fires after a map reset because of mission loss. - Fires alongside 
player_spawn, if the survivor has died from the previous chapter, this event fires first, and vice versa. - This event will never fire on versus, the game treats every versus game as the first session.
 
- 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_bentwhere 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_endwill 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
- Only fires once for each survivor; subsequent non-pistol weapons being shot will not fire this event. Most likely used to detect if a survivor has used a melee weapon or not for melee-only achievements.
 - It will continue firing again after a map transition, reset and team swap.
 
- 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
- Only fires once for each survivor; subsequent non-melee weapons being shot will not fire this event. Most likely used to detect if a survivor has used a non-melee weapon or not for non-melee achievements.
 - It will continue firing again after a map transition, reset and team swap.
 
- 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
Called: When a survivor biled a tank using a vomit jar.
- userid (short) - userid of the player who biled the tank
 
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.
 
- userid (short) - user ID of the charger
 - victim (short) - user ID of the player who was charged
 - rescuer (short) - user ID of the player who rescued them
 
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) -
 
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) -
 
stashwhacker_game_won
Called: Fires after winning a game of stashwhacker in chapter 4 of Dark Carnival (c2m4).
- subject (long) - info_game_event_proxy entity for wam_achievement_event