Team Fortress 2 Events

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Contents

[edit] intro_finish

Note: None

Name: intro_finish
Structure:
short player


[edit] intro_nextcamera

Note: None

Name: intro_nextcamera
Structure:
short player


[edit] player_changeclass

Note: When a player changes their class

Name: player_changeclass
Structure:
short userid
short class


[edit] player_death

Note: When a player dies

Name: player_death
Structure:
short userid
short attacker
string weapon
short weaponid
long damagebits
short customkill
short assister
short dominated
short assister_dominated
short revenge
short assister_revenge
string weapon_logclassname


[edit] object_destroyed

Note: When a player destroys an object

Name: object_destroyed
Structure:
short userid
short attacker
short assister
string weapon
short objecttype


[edit] tf_map_time_remaining

Note: None

Name: tf_map_time_remaining
Structure:
long seconds


[edit] tf_game_over

Note: When a tf game ends

Name: tf_game_over
Structure:
string reason


[edit] ctf_flag_captured

Note: When a flag is captured by a player

Name: ctf_flag_captured
Structure:
short capping_team
short capping_team_score


[edit] controlpoint_initialized

Note: When a player begins to capture a control point

Name: controlpoint_initialized
Structure:


[edit] controlpoint_updateimages

Note: None

Name: controlpoint_updateimages
Structure:
short index


[edit] controlpoint_updatelayout

Note: None

Name: controlpoint_updatelayout
Structure:
short index


[edit] controlpoint_updatecapping

Note: None

Name: controlpoint_updatecapping
Structure:
short index


[edit] controlpoint_updateowner

Note: None

Name: controlpoint_updateowner
Structure:
short index


[edit] controlpoint_starttouch

Note: When a player enters a capture point zone

Name: controlpoint_starttouch
Structure:
short player
short area


[edit] controlpoint_endtouch

Note: When a player leaves a capture point zone

Name: controlpoint_endtouch
Structure:
short player
short area


[edit] controlpoint_pulse_element

Note: None

Name: controlpoint_pulse_element
Structure:
short player


[edit] controlpoint_fake_capture

Note: None

Name: controlpoint_fake_capture
Structure:
short player
short int_data


[edit] controlpoint_fake_capture_mult

Note: None

Name: controlpoint_fake_capture_mult
Structure:
short player
short int_data


[edit] teamplay_round_start

Note: When a round restarts

Name: teamplay_round_start
Structure:
bool full_reset


[edit] teamplay_round_active

Note: When the round is active and players can move

Name: teamplay_
Structure:


[edit] teamplay_waiting_begins

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

Name: teamplay_waiting_begins
Structure:


[edit] teamplay_waiting_ends

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

Name: teamplay_waiting_ends
Structure:


[edit] teamplay_waiting_abouttoend

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

Name: teamplay_waiting_abouttoend
Structure:


[edit] teamplay_restart_round

Note: When a round is restarted

Name: teamplay_restart_round
Structure:


[edit] teamplay_ready_restart

Note: None

Name: teamplay_ready_restart
Structure:


[edit] teamplay_round_restart_seconds

Note: None

Name: teamplay_round_restart_seconds
Structure:
short seconds


[edit] teamplay_team_ready

Note: None

Name: teamplay_team_ready
Structure:
byte team


[edit] teamplay_round_win

Note: When a team wins a round

Name: teamplay_round_win
Structure:
byte team
byte winreason
short flagcaplimit
short full_round
float round_time
short losing_team_num_caps
byte was_sudden_death


[edit] teamplay_update_timer

Note: None

Name: teamplay_update_timer
Structure:


[edit] teamplay_round_stalemate

Note: When a game ends in a stalemate

Name: teamplay_round_stalemate
Structure:
byte reason


[edit] teamplay_overtime_begin

Note: When an overtime round begins

Name: teamplay_overtime_begin
Structure:


[edit] teamplay_overtime_end

Note: When an overtime round ends

Name: teamplay_overtime_end
Structure:


[edit] teamplay_suddendeath_begin

Note: When a sudden death round begins

Name: teamplay_suddendeath_begin
Structure:


[edit] teamplay_suddendeath_end

Note: When a sudden death round ends

Name: teamplay_suddendeath_end
Structure:


[edit] teamplay_game_over

Note: When a teamplay game ends

Name: teamplay_game_over
Structure:
string reason


[edit] teamplay_map_time_remaining

Note: None

Name: teamplay_map_time_remaining
Structure:
short seconds


[edit] teamplay_broadcast_audio

Note: Broadcast an audio file.

Name: teamplay_broadcast_audio
Structure:
byte team
string sound


[edit] teamplay_timer_flash

Note: None.

Name: teamplay_timer_flash
Structure:
short time_remaining


[edit] teamplay_timer_time_added

Note: None

Name: teamplay_timer_time_added
Structure:
short timer
short seconds_added


[edit] teamplay_point_startcapture

Note: When a point is beginning to be captured

Name: teamplay_point_startcapture
Structure:
byte cp
string cpname
byte team
byte capteam
string cappers


[edit] teamplay_point_captured

Note: When a control point is captured by a team

Name: teamplay_point_captured
Structure:
byte cp
string cpname
byte team
string cappers


[edit] teamplay_capture_blocked

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

Name: teamplay_capture_blocked
Structure:
byte cp
string cpname
byte blocker


[edit] teamplay_flag_event

Note: None

Name: teamplay_flag_event
Structure:
short player
short eventtype


[edit] teamplay_win_panel

Note: When the win-game panel is displayed

Name: teamplay_win_panel
Structure:
byte panel_style
byte winning_team
byte winreason
string cappers
short flagcaplimit
short blue_score
short red_score
short blue_score_prev
short red_score_prev
short round_complete
short round_remaining
short player_1
short player_1_points
short player_2
short player_2_points
short player_3
short player_3_points


[edit] teamplay_teambalanced_player

Note: When a player is balanced to another team

Name: teamplay_balanced_player
Structure:
short player
byte team


[edit] teamplay_setup_finished

Note: When the setup round ends

Name: teamplay_setup_finished
Structure:


[edit] show_freezepanel

Note: When the death-snapshot panel is shown

Name: show_freezepanel
Structure:
short killer


[edit] hide_freezepanel

Note: When the death-snapshot panel is hidden

Name: hide_freezepanel
Structure:


[edit] freezecam_started

Note: When a player enters the death-snapshot view

Name: freezecam_started
Structure:


[edit] localplayer_changeteam

Note: When a LAN player changes team

Name: localplayer_changeteam
Structure:


[edit] localplayer_changeclass

Note: When a LAN player changes class

Name: localplayer_changeclass
Structure:


[edit] localplayer_respawn

Note: When a LAN player respawns

Name: localplayer_respawn
Structure:


[edit] building_info_changed

Note: None

Name: building_info_changed
Structure:
byte building_type
byte remove


[edit] localplayer_changedisguise

Note: Whena LAN player changes their disguise as a spy

Name: localplayer_changedisguise
Structure:
bool disguised


[edit] player_account_changed

Note: None

Name: player_account_changed
Structure:
short old_value
short new_value


[edit] spy_pda_reset

Note: None

Name: spy_pda_reset
Structure:


[edit] flagstatus_update

Note: None

Name: flagstatus_update
Structure:


[edit] player_stats_updated

Note: When a players stats are updated

Name: player_stats_updated
Structure:
bool forceupload


[edit] playing_commentary

Note: When a commentary is being played

Name: playing_commentary
Structure:


[edit] player_chargedeployed

Note: When an uber is deployed

Name: player_chargedeployed
Structure:
short userid


[edit] player_builtobject

Note: When a player builds an object

Name: player_builtobject
Structure:
short userid
byte object


[edit] achievement_earned

Note: When a player earns an achievement

Name:
Structure:
byte player
short achievement


[edit] spec_target_updated

Note: None

Name: spec_target_updated
Structure:


[edit] tournament_stateupdate

Note: None

Name: tournament_stateupdate
Structure:


[edit] player_calledformedic

Note: When a player calls for a medic

Name: player_calledformedic
Structure:
short userid


[edit] localplayer_becameobserver

Note: None.

Name: localplayer_becameobserver
Structure:


[edit] player_ignited_inv

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

Name: player_ignited_inv
Structure:
byte pyro_entindex
byte victim_entindex
byte medic_entindex


[edit] player_ignited

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

Name: player_ignited
Structure:
byte pyro_entindex
byte victim_entindex
byte weaponid


[edit] player_extinguished

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

Name: player_extinguished
Structure:
short userid


[edit] player_healedmediccall

Note: (Client Only) Local player heals someone who called for medic

Name: player_healedmediccall
Structure:
short userid


[edit] localplayer_chargeready

Note: (Client Only) Local player has full medic charge

Name: localplayer_chargeready
Structure:


[edit] localplayer_winddown

Note: Local player minigun winddown

Name: localplayer_winddown
Structure:


[edit] player_invulned

Note: Send when a player is made invulnerable

Name: player_invulned
Structure:
short userid
short medic_userid


[edit] escort_speed

Note: None.

Name: escort_speed
Structure:
byte speed
byte players


[edit] escort_progress

Note: None.

Name: escort_progress
Structure:
float progress
bool reset


[edit] escort_recede

Note: None.

Name: escort_recede
Structure:
float recedetime


[edit] client_loadout_changed

Note: None.

Name: client_loadout_changed
Structure:


[edit] gameui_activated

Note: None.

Name: gameui_activated
Structure:


[edit] gameui_hidden

Note: None.

Name: gameui_hidden
Structure:


[edit] player_escort_score

Note: None.

Name: player_escort_score
Structure:
byte player
byte points


[edit] player_healonhit

Note: None.

Name: player_healonhit
Structure:
byte amount
byte entindex


[edit] show_class_layout

Note: None.

Name: show_class_layout
Structure:
bool show


[edit] show_vs_panel

Note: None.

Name: show_vs_panel
Structure:
bool show


[edit] player_damaged

Note: None.

Name: player_damaged
Structure:
short amount
long type


[edit] arena_player_notification

Note: None.

Name: arena_player_notification
Structure:
byte player
byte message


[edit] arena_match_maxstreak

Note: None.

Name: arena_match_maxstreak
Structure:
byte team
byte streak


[edit] arena_round_start

Note: Called when round is active, players can move

Name: arena_round_start
Structure:


[edit] arena_win_panel

Note: None.

Name: arena_win_panel
Structure:
byte panel_style
byte winning_team
byte winreason
string cappers
short flagcaplimit
short blue_score
short red_score
short blue_score_prev
short red_score_prev
short round_complete
short player_1
short player_1_damage
short player_1_healing
short player_1_lifetime
short player_1_kills
short player_2
short player_2_damage
short player_2_healing
short player_2_lifetime
short player_2_kills
short player_3
short player_3_damage
short player_3_healing
short player_3_lifetime
short player_3_kills
short player_4
short player_4_damage
short player_4_healing
short player_4_lifetime
short player_4_kills
short player_5
short player_5_damage
short player_5_healing
short player_5_lifetime
short player_5_kills
short player_6
short player_6_damage
short player_6_healing
short player_6_lifetime
short player_6_kills


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