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- //=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
- //
- // The copyright to the contents herein is the property of Valve, L.L.C.
- // The contents may be used and/or copied only with the written permission of
- // Valve, L.L.C., or in accordance with the terms and conditions stipulated in
- // the agreement/contract under which the contents have been supplied.
- //=============================================================================
- // No spaces in event names, max length 32
- // All strings are case sensitive
- //
- // valid data key types are:
- // string : a zero terminated string
- // bool : unsigned int, 1 bit
- // byte : unsigned int, 8 bit
- // short : signed int, 16 bit
- // long : signed int, 32 bit
- // float : float, 32 bit
- // local : any data, but not networked to clients
- //
- // following key names are reserved:
- // local : if set to 1, event is not networked to clients
- // unreliable : networked, but unreliable
- // suppress : never fire this event
- // time : firing server time
- // eventid : holds the event ID
- "modevents"
- {
- "player_active" // Player has become active in the server
- {
- "userid" "short"
- }
- "player_death" // a game event, name may be 32 charaters long
- {
- "userid" "short" // user ID who died
- "attacker" "short" // user ID who killed, entindex if NPC
- "weapon" "string" // weapon name killed used
- "npctype" "byte" // NPC type, if player was killed by one (0 = player)
- }
- // Client-side
- "spec_target_updated"
- {
- }
- "achievement_earned"
- {
- "player" "byte" // entindex of the player
- "achievement" "short" // achievement ID
- }
- "achievement_event"
- {
- "achievement_name" "string"
- "cur_val" "short"
- "max_val" "short"
- "userid" "short"
- }
- "player_hurt"
- {
- "userid" "short" // user ID who was hurt
- "attacker" "short" // user ID who attacked
- "weapon" "string" // weapon name attacker used
- }
- "player_spawn"
- {
- "userid" "short"
- }
- "nmrih_practice_ending"
- {
- }
- "nmrih_reset_map"
- {
- }
- // Next two events had ill-fated naming
- // These are fired when clients connect/disconnect, not when they actually join the game after welcome screen
- "player_join"
- {
- "index" "byte"
- }
- "player_leave"
- {
- "index" "byte"
- }
- // This event is called when player enters the welcome screen
- "player_welcome"
- {
- "userid" "short"
- }
- // This event is called when player enters the game
- // (by clicking the "join game" button on the welcome screen)
- "player_join_game"
- {
- "userid" "short"
- }
- "objective_complete"
- {
- "id" "short"
- "name" "string"
- "force_extract" "string"
- }
- "objective_fail"
- {
- "id" "short"
- "name" "string"
- }
- "npc_killed"
- {
- "entidx" "short"
- "killeridx" "short"
- "isturned" "bool"
- "weaponid" "byte" // weapon id killer used
- "npctype" "byte" // NPC type
- }
- "spec_target_updated"
- {
- }
- "achievement_earned"
- {
- "player" "short"
- "achievement" "short"
- }
- "instant_zombie_spawn"
- {
- "spawn_amount" "short"
- "spawn_brush" "short"
- "spawn_target" "string"
- "ignore_visibility" "bool"
- "check_proximity" "bool"
- "track" "bool"
- "runner_chance" "float"
- "child_chance" "float"
- }
- "WalkieSound"
- {
- "sound_name" "string"
- "global" "bool"
- "held" "bool"
- }
- "keycode_enter"
- {
- "keypad_idx" "short"
- "code" "string"
- "player" "short"
- }
- "state_change"
- {
- "state" "short"
- "game_type" "short"
- }
- "zombie_spawning_enable"
- {
- }
- "zombie_spawning_disable"
- {
- }
- "new_wave"
- {
- "resupply" "bool"
- }
- "wave_low_zombies"
- {
- }
- "wave_complete"
- {
- }
- "wave_system_begin"
- {
- }
- "wave_system_end"
- {
- }
- // Client-side
- "safe_zone_damage"
- {
- "index" "short"
- }
- "safe_zone_heal"
- {
- "index" "short"
- "amount" "short"
- "health" "short"
- }
- "safe_zone_deactivate"
- {
- "id" "short"
- "killed" "bool"
- }
- "extraction_complete"
- {
- }
- "extraction_expire"
- {
- }
- "freeze_all_the_things"
- {
- "frozen" "bool"
- }
- // Client-side
- "cure"
- {
- "player_id" "short"
- }
- "map_complete"
- {
- }
- "extraction_begin"
- {
- }
- "player_extracted"
- {
- "player_id" "short"
- "from_zone" "bool"
- }
- "zombie_head_split"
- {
- "player_id" "short"
- }
- "arrow_stick"
- {
- "player_id" "short"
- "victim_id" "short"
- }
- "pills_taken"
- {
- "player_id" "short"
- }
- "vaccine_taken"
- {
- "userid" "short"
- "infected" "bool"
- "effect" "bool"
- "effect_duration" "float"
- }
- "vaccine_effect_end"
- {
- "userid" "short"
- }
- "ammo_checked"
- {
- "player_id" "short"
- "weapon_id" "short"
- }
- "weapon_picked_up"
- {
- "player_id" "short"
- "weapon_id" "short"
- }
- "weapon_fired"
- {
- "player_id" "short"
- "weapon_id" "short"
- }
- "zombie_killed_by_fire"
- {
- "igniter_id" "short"
- "zombie_id" "short"
- }
- "nmrih_round_begin"
- {
- }
- "game_restarting"
- {
- }
- "player_contemplate_suicide"
- {
- "player_id" "short"
- "contemplating" "bool"
- }
- "player_commit_suicide"
- {
- "player_id" "short"
- "infected" "bool"
- "mute_duration" "float"
- }
- "zombie_shoved"
- {
- "player_id" "short"
- "zombie_id" "short"
- }
- "token_earned"
- {
- "player_id" "short"
- "tokens" "short"
- }
- "weapon_reload"
- {
- "player_id" "short"
- "weapon_classname" "string"
- }
- "grab_end"
- {
- "player_index" "short"
- "causer_index" "short"
- }
- "base_player_teleported"
- {
- "entindex" "short"
- }
- "item_given"
- {
- "userid" "short" // who gave the item
- "receiver" "short" // receiver of the item
- "classname" "string" // name of the item
- }
- "watermelon_rescue"
- {
- "userid" "short"
- }
- "challenge_start"
- {
- "blitz" "bool"
- "blitz_endtick" "long"
- // The following rs_hash values are used for run validation e.g. by moderators of speedrun sites
- // It's not really a secret, simply a SHA1 checksum of the current ruleset
- // Nowadays (since 1.12.3) we ship rulesets as raw .txt, and they're trivial to edit, bypassing in-game validation
- // Don't go editing those now! :)
- "rs_hash" "string"
- }
- "challenge_end"
- {
- "ticks" "long"
- "failed" "bool"
- "rs_hash" "string"
- }
- "challenge_checkpoint"
- {
- "ticks" "long"
- "blitz_timeradd" "long"
- }
- "challenge_invalid"
- {
- // List of reasons:
- // 0: "Cheats were turned on.
- // 1: "Gameplay ConVar changed in middle of a run."
- // 2: "Modified difficulty / ruleset."
- // 3: "Custom MapHack script loaded."
- // 4: "Custom VScript was run."
- // 5: "Validation was turned on late."
- // 6: "Game state console command was used."
- "reason" "short"
- }
- // Client-side event for recorded bookmarks on demos
- "demo_bookmark"
- {
- "tick" "short" // Bookmarked tick
- }
- "set_instructor_group_enabled"
- {
- "group" "string"
- "enabled" "short"
- }
- "instructor_server_hint_create" // Originally ported from the Alien Swarm SDK
- {
- "hint_name" "string" // what to name the hint. For referencing it again later (e.g. a kill command for the hint instead of a timeout)
- "hint_replace_key" "string" // type name so that messages of the same type will replace each other
- "hint_target" "long" // entity id that the hint should display at
- "hint_activator_userid" "short" // userid id of the activator
- "hint_timeout" "short" // how long in seconds until the hint automatically times out, 0 = never
- "hint_icon_onscreen" "string" // the hint icon to use when the hint is onscreen. e.g. "icon_alert_red"
- "hint_icon_offscreen" "string" // the hint icon to use when the hint is offscreen. e.g. "icon_alert"
- "hint_caption" "string" // the hint caption. e.g. "#ThisIsDangerous"
- "hint_activator_caption" "string" // the hint caption that only the activator sees e.g. "#YouPushedItGood"
- "hint_color" "string" // the hint color in "r,g,b" format where each component is 0-255
- "hint_icon_offset" "float" // how far on the z axis to offset the hint from entity origin
- "hint_range" "float" // range before the hint is culled
- "hint_flags" "long" // hint flags
- "hint_binding" "string" // bindings to use when use_binding is the onscreen icon
- "hint_allow_nodraw_target" "bool" // if false, the hint will dissappear if the target entity is invisible
- "hint_nooffscreen" "bool" // if true, the hint will not show when outside the player view
- "hint_forcecaption" "bool" // if true, the hint caption will show even if the hint is occluded
- "hint_local_player_only" "bool" // if true, only the local player will see the hint
- "hint_start_sound" "string" // Mapbase - the sound to play when the hint is opened
- "hint_target_pos" "short" // Mapbase - where the icon should be when there's a hint target
- }
- "instructor_server_hint_stop" //destroys a server/map created hint
- {
- "hint_name" "string" // The hint to stop. Will stop ALL hints with this name
- }
- }
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