fortressforever-scripts/resource/ModEvents.res

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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
"ffevents"
{
"player_sayteam"
{
"userid" "short"
"text" "string"
}
"player_death" // a game event, name may be 32 charaters long
{
// this extents the original player_death by a new
// field "headshot", all other fields remains the same
"userid" "short"
"attacker" "short"
"weapon" "string" // weapon name killer used
"damagetype" "long" // damage type
"killersglevel" "short"
}
// From here down are events necessary for bot support.
"player_changeclass"
{
"userid" "short"
"oldclass" "short"
"newclass" "short"
}
"build_dispenser"
{
"userid" "short" // who built it
}
"build_sentrygun"
{
"userid" "short"
}
"build_detpack"
{
"userid" "short"
}
"build_mancannon"
{
"userid" "short"
}
"detpack_detonated"
{
"userid" "short"
}
"sentrygun_killed"
{
"userid" "short" // owner
"attacker" "short"
"weapon" "string"
"attackerpos" "string"
"killedsglevel" "short"
"killersglevel" "short"
}
"dispenser_killed"
{
"userid" "short" // owner
"attacker" "short"
"weapon" "string"
"killersglevel" "short"
}
"mancannon_detonated"
{
"userid" "short" // owner
}
"mancannon_killed"
{
"userid" "short" // owner
"attacker" "short"
"weapon" "string"
"killersglevel" "short"
}
"sentrygun_upgraded"
{
"userid" "short" // upgrader
"sgownerid" "short" // owner
"level" "short"
}
"disguised"
{
"userid" "short"
"team" "short"
"class" "short"
}
"disguise_lost"
{
"userid" "short"
"attackerid" "short"
}
"cloak_lost"
{
"userid" "short"
"attackerid" "short"
}
"uncloaked"
{
"userid" "short"
}
"cloaked"
{
"userid" "short"
}
"dispenser_enemyused"
{
"userid" "short" // owner
"enemyid" "short"
}
"dispenser_detonated"
{
"userid" "short"
}
"dispenser_dismantled"
{
"userid" "short"
}
"dispenser_sabotaged"
{
"userid" "short" // owner
"saboteur" "short" // who done it?
}
"sentry_detonated"
{
"userid" "short"
"level" "short"
}
"sentry_dismantled"
{
"userid" "short"
"level" "short"
}
"sentry_sabotaged"
{
"userid" "short" // owner
"saboteur" "short" // who done it?
}
"player_additem"
{
"userid" "short"
"item" "string"
}
"player_removeitem"
{
"userid" "short"
"item" "string"
}
"player_removeallitems"
{
"userid" "short"
}
"ff_restartround"
{
}
"objective_event"
{
"userid" "short" // entity index of the player
//"eventname" "string"
"eventtext" "string"
}
"luaevent"
{
"userid" "short" // entity index of the first player
"userid2" "short" // entity index of the 2nd player
"eventname" "string" // name for the event - like flag_cap, flag_drop, etc - something stats programs could use
// These next ones are just brainstorming...
"key0" "string"
"value0" "string"
"key1" "string"
"value1" "string"
"key2" "string"
"value2" "string"
}
}