//=========== (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" } }